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+/*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+*/
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+#include "../../SDL_internal.h"
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+
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+#ifdef SDL_FILESYSTEM_XBOX
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+
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+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+/* System dependent filesystem routines */
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+
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+#include "../../core/windows/SDL_windows.h"
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+#include "SDL_hints.h"
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+#include "SDL_system.h"
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+#include "SDL_filesystem.h"
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+#include <XGameSaveFiles.h>
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+
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+char *
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+SDL_GetBasePath(void)
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+{
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+ /* NOTE: This function is a UTF8 version of the Win32 SDL_GetBasePath()!
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+ * The GDK actually _recommends_ the 'A' functions over the 'W' functions :o
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+ */
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+ DWORD buflen = 128;
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+ CHAR *path = NULL;
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+ DWORD len = 0;
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+ int i;
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+
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+ while (SDL_TRUE) {
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+ void *ptr = SDL_realloc(path, buflen * sizeof(CHAR));
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+ if (ptr == NULL) {
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+ SDL_free(path);
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+ SDL_OutOfMemory();
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+ return NULL;
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+ }
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+
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+ path = (CHAR *)ptr;
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+
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+ len = GetModuleFileNameA(NULL, path, buflen);
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+ /* if it truncated, then len >= buflen - 1 */
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+ /* if there was enough room (or failure), len < buflen - 1 */
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+ if (len < buflen - 1) {
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+ break;
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+ }
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+
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+ /* buffer too small? Try again. */
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+ buflen *= 2;
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+ }
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+
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+ if (len == 0) {
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+ SDL_free(path);
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+ WIN_SetError("Couldn't locate our .exe");
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+ return NULL;
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+ }
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+
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+ for (i = len - 1; i > 0; i--) {
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+ if (path[i] == '\\') {
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+ break;
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+ }
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+ }
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+
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+ SDL_assert(i > 0); /* Should have been an absolute path. */
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+ path[i + 1] = '\0'; /* chop off filename. */
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+
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+ return path;
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+}
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+
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+char *
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+SDL_GetPrefPath(const char *org, const char *app)
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+{
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+ XUserHandle user = NULL;
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+ XAsyncBlock block = { 0 };
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+ char *folderPath;
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+ HRESULT result;
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+ const char *csid = SDL_GetHint("SDL_GDK_SERVICE_CONFIGURATION_ID");
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+
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+ if (app == NULL) {
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+ SDL_InvalidParamError("app");
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+ return NULL;
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+ }
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+
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+ /* This should be set before calling SDL_GetPrefPath! */
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+ if (csid == NULL) {
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+ SDL_LogWarn(SDL_LOG_CATEGORY_SYSTEM, "Set SDL_GDK_SERVICE_CONFIGURATION_ID before calling SDL_GetPrefPath!");
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+ return SDL_strdup("T:\\");
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+ }
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+
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+ if (SDL_GDKGetDefaultUser(&user) < 0) {
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+ /* Error already set, just return */
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+ return NULL;
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+ }
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+
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+ if (FAILED(result = XGameSaveFilesGetFolderWithUiAsync(user, csid, &block))) {
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+ WIN_SetErrorFromHRESULT("XGameSaveFilesGetFolderWithUiAsync", result);
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+ return NULL;
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+ }
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+
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+ folderPath = (char*) SDL_malloc(MAX_PATH);
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+ do {
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+ result = XGameSaveFilesGetFolderWithUiResult(&block, MAX_PATH, folderPath);
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+ } while (result == E_PENDING);
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+ if (FAILED(result)) {
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+ WIN_SetErrorFromHRESULT("XGameSaveFilesGetFolderWithUiResult", result);
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+ SDL_free(folderPath);
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+ return NULL;
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+ }
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+
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+ /* We aren't using 'app' here because the container rules are a lot more
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+ * strict than the NTFS rules, so it will most likely be invalid :(
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+ */
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+ SDL_strlcat(folderPath, "\\SDLPrefPath\\", MAX_PATH);
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+ if (CreateDirectoryA(folderPath, NULL) == FALSE) {
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+ if (GetLastError() != ERROR_ALREADY_EXISTS) {
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+ WIN_SetError("CreateDirectoryA");
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+ SDL_free(folderPath);
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+ return NULL;
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+ }
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+ }
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+ return folderPath;
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+}
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+
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+#endif /* SDL_FILESYSTEM_XBOX */
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+
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+/* vi: set ts=4 sw=4 expandtab: */
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