colobot/src/app/gamedata.cpp

137 lines
3.9 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2014, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
#include "app/gamedata.h"
#include "app/app.h"
#include <boost/filesystem.hpp>
template<> CGameData* CSingleton<CGameData>::m_instance = nullptr;
CGameData::CGameData()
{
m_dataDirSet = false;
for (int i = 0; i < DIR_MAX; ++i)
m_standardDataDirs[i] = nullptr;
m_standardDataDirs[DIR_AI] = "ai";
m_standardDataDirs[DIR_FONT] = "fonts";
m_standardDataDirs[DIR_HELP] = "help";
m_standardDataDirs[DIR_ICON] = "icons";
m_standardDataDirs[DIR_LEVEL] = "levels";
m_standardDataDirs[DIR_MODEL] = "models";
m_standardDataDirs[DIR_MUSIC] = "music";
m_standardDataDirs[DIR_SOUND] = "sounds";
m_standardDataDirs[DIR_TEXTURE] = "textures";
}
CGameData::~CGameData()
{
}
void CGameData::SetDataDir(std::string path)
{
assert(!m_dataDirSet);
m_dataDirSet = true;
m_dataDirs.insert(m_dataDirs.begin(), path);
}
void CGameData::AddMod(std::string path)
{
m_dataDirs.push_back(path);
}
void CGameData::Init()
{
std::string out = "Using datadirs: ";
bool first = true;
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
if(!first) out += ", ";
first = false;
out += *rit;
}
out += "\n";
CLogger::GetInstancePointer()->Info(out.c_str());
}
std::string CGameData::GetFilePath(DataDir dir, const std::string& subpath)
{
int index = static_cast<int>(dir);
assert(index >= 0 && index < DIR_MAX);
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
std::stringstream str;
if ( subpath.find("save") == std::string::npos ){ // if its NOT a path to a savefile screenshot
str << *rit;
str << "/";
str << m_standardDataDirs[index];
if (dir == DIR_HELP)
{
str << "/";
str << CApplication::GetInstancePointer()->GetLanguageChar();
}
str << "/";
}
str << subpath;
boost::filesystem::path path(str.str());
if(boost::filesystem::exists(path))
{
return str.str();
}
}
if(m_dataDirs.size() > 0) {
std::stringstream str;
if ( subpath.find("save") == std::string::npos ){ // if its NOT a path to a savefile screenshot
str << m_dataDirs[0];
str << "/";
str << m_standardDataDirs[index];
if (dir == DIR_HELP)
{
str << "/";
str << CApplication::GetInstancePointer()->GetLanguageChar();
}
str << "/";
}
str << subpath;
return str.str();
}
return subpath;
}
std::string CGameData::GetDataPath(const std::string &subpath)
{
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
std::string path = *rit + "/" + subpath;
boost::filesystem::path boostPath(path);
if(boost::filesystem::exists(boostPath))
{
return path;
}
}
return m_dataDirs[0] + "/" + subpath;
}