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#include "utils/paths.h"
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#include <SDL.h>
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#include "utils/file_util.h"
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#include "utils/log.hpp"
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#include "utils/sdl_ptrs.h"
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#ifdef __IPHONEOS__
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#include "platform/ios/ios_paths.h"
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#endif
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#ifdef USE_SDL1
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#include "utils/sdl2_to_1_2_backports.h"
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#endif
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namespace devilution {
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namespace paths {
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namespace {
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std::optional<std::string> basePath;
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std::optional<std::string> prefPath;
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std::optional<std::string> configPath;
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std::optional<std::string> assetsPath;
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std::optional<std::string> mpqDir;
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void AddTrailingSlash(std::string &path)
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{
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#ifdef _WIN32
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if (!path.empty() && path.back() != '\\')
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path += '\\';
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#else
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if (!path.empty() && path.back() != '/')
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path += '/';
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#endif
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}
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std::string FromSDL(char *s)
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{
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SDLUniquePtr<char> pinned(s);
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std::string result = (s != nullptr ? s : "");
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if (s == nullptr) {
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Log("{}", SDL_GetError());
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SDL_ClearError();
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}
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return result;
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}
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} // namespace
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const std::string &BasePath()
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{
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if (!basePath) {
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basePath = FromSDL(SDL_GetBasePath());
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}
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return *basePath;
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}
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const std::string &PrefPath()
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{
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if (!prefPath) {
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#ifndef __IPHONEOS__
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prefPath = FromSDL(SDL_GetPrefPath("diasurgical", "devilution"));
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if (FileExistsAndIsWriteable("diablo.ini")) {
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prefPath = std::string("./");
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}
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#else
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prefPath = FromSDL(IOSGetPrefPath());
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#endif
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}
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return *prefPath;
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}
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const std::string &ConfigPath()
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{
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if (!configPath) {
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#ifndef __IPHONEOS__
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configPath = FromSDL(SDL_GetPrefPath("diasurgical", "devilution"));
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if (FileExistsAndIsWriteable("diablo.ini")) {
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configPath = std::string("./");
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}
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#else
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configPath = FromSDL(IOSGetPrefPath());
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#endif
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}
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return *configPath;
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}
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const std::string &AssetsPath()
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{
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if (!assetsPath)
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#if __EMSCRIPTEN__
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assetsPath.emplace("assets/");
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#else
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assetsPath.emplace(FromSDL(SDL_GetBasePath()) + "assets/");
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#endif
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return *assetsPath;
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}
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const std::optional<std::string> &MpqDir()
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{
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return mpqDir;
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}
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void SetBasePath(const std::string &path)
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{
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basePath = path;
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AddTrailingSlash(*basePath);
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}
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void SetPrefPath(const std::string &path)
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{
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prefPath = path;
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AddTrailingSlash(*prefPath);
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}
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void SetConfigPath(const std::string &path)
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{
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configPath = path;
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AddTrailingSlash(*configPath);
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}
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void SetAssetsPath(const std::string &path)
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{
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assetsPath = path;
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AddTrailingSlash(*assetsPath);
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}
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void SetMpqDir(const std::string &path)
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{
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mpqDir = std::string(path);
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}
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} // namespace paths
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} // namespace devilution
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