| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "BsPrerequisites.h" |
| 4 | #include "BsEngineConfig.h" |
| 5 | #include "FileSystem/BsFileSystem.h" |
| 6 | #include "Utility/BsDynLib.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | const Path Paths::RELEASE_ASSEMBLY_PATH = "bin/Assemblies/Release/" ; |
| 11 | const Path Paths::DEBUG_ASSEMBLY_PATH = "bin/Assemblies/Debug/" ; |
| 12 | |
| 13 | const Path Paths::FRAMEWORK_DATA_PATH = "Data/" ; |
| 14 | |
| 15 | #if BS_INCLUDE_B3D_PATHS |
| 16 | const Path Paths::EDITOR_DATA_PATH = "EditorData/" ; |
| 17 | #endif |
| 18 | |
| 19 | const Path& Paths::getDataPath() |
| 20 | { |
| 21 | static bool initialized = false; |
| 22 | static Path path; |
| 23 | |
| 24 | if(!initialized) |
| 25 | { |
| 26 | if (FileSystem::exists(FRAMEWORK_DATA_PATH)) |
| 27 | path = FileSystem::getWorkingDirectoryPath() + FRAMEWORK_DATA_PATH; |
| 28 | else |
| 29 | #if BS_IS_BANSHEE3D |
| 30 | path = Path(RAW_APP_ROOT) + Path("Source/bsf" ) + FRAMEWORK_DATA_PATH; |
| 31 | #else |
| 32 | path = Path(RAW_APP_ROOT) + FRAMEWORK_DATA_PATH; |
| 33 | #endif |
| 34 | |
| 35 | initialized = true; |
| 36 | } |
| 37 | |
| 38 | return path; |
| 39 | } |
| 40 | |
| 41 | const Path& Paths::getBinariesPath() |
| 42 | { |
| 43 | static bool initialized = false; |
| 44 | static Path path; |
| 45 | |
| 46 | if(!initialized) |
| 47 | { |
| 48 | path = FileSystem::getWorkingDirectoryPath(); |
| 49 | |
| 50 | // Look for bsf library to find the right path |
| 51 | Path anchorFile = path; |
| 52 | anchorFile.setFilename("bsf." + String(DynLib::EXTENSION)); |
| 53 | |
| 54 | if (!FileSystem::exists(anchorFile)) |
| 55 | { |
| 56 | path = BINARIES_PATH; |
| 57 | if (!FileSystem::exists(path)) |
| 58 | path = "" ; // No path found, keep the default |
| 59 | } |
| 60 | |
| 61 | initialized = true; |
| 62 | } |
| 63 | |
| 64 | return path; |
| 65 | } |
| 66 | |
| 67 | #if BS_INCLUDE_B3D_PATHS |
| 68 | const Path& Paths::getEditorDataPath() |
| 69 | { |
| 70 | static bool initialized = false; |
| 71 | static Path path; |
| 72 | |
| 73 | if(!initialized) |
| 74 | { |
| 75 | #ifdef BS_IS_ASSET_TOOL |
| 76 | // Asset tool always runs relative to the 'bsf' directory |
| 77 | Path editorDataPath = Path("../../" ) + FRAMEWORK_DATA_PATH; |
| 78 | |
| 79 | if (FileSystem::exists(editorDataPath)) |
| 80 | path = FileSystem::getWorkingDirectoryPath() + editorDataPath; |
| 81 | #else |
| 82 | // Otherwise, look for the folder in the direct descendant of the working directory |
| 83 | if (FileSystem::exists(EDITOR_DATA_PATH)) |
| 84 | path = FileSystem::getWorkingDirectoryPath() + EDITOR_DATA_PATH; |
| 85 | #endif |
| 86 | // Then check the source distribution itself, in case we're running directly from the build directory |
| 87 | else |
| 88 | { |
| 89 | path = Path(RAW_APP_ROOT) + FRAMEWORK_DATA_PATH; |
| 90 | |
| 91 | if (!FileSystem::exists(path)) |
| 92 | LOGERR("Cannot find builtin assets for the editor at path '" + path.toString() + "'." ); |
| 93 | } |
| 94 | |
| 95 | initialized = true; |
| 96 | } |
| 97 | |
| 98 | return path; |
| 99 | } |
| 100 | |
| 101 | const Path& Paths::getGameSettingsPath() |
| 102 | { |
| 103 | static Path path = findPath(GAME_SETTINGS_NAME); |
| 104 | return path; |
| 105 | } |
| 106 | |
| 107 | const Path& Paths::getGameResourcesPath() |
| 108 | { |
| 109 | static Path path = findPath(GAME_RESOURCES_FOLDER_NAME); |
| 110 | return path; |
| 111 | } |
| 112 | #endif |
| 113 | |
| 114 | Path Paths::findPath(const Path& path) |
| 115 | { |
| 116 | // Note: These paths should be searched for during start-up and cached |
| 117 | |
| 118 | // First, look for the direct descendant of the working directory |
| 119 | Path output = path; |
| 120 | if (FileSystem::exists(path)) |
| 121 | { |
| 122 | output.makeAbsolute(FileSystem::getWorkingDirectoryPath()); |
| 123 | return output; |
| 124 | } |
| 125 | |
| 126 | // Then, check the build directory itself, in case we're running directly from it (during development) |
| 127 | output.makeAbsolute(BUILD_APP_ROOT); |
| 128 | if (FileSystem::exists(output)) |
| 129 | return output; |
| 130 | |
| 131 | // No path found, but return the initial value by default |
| 132 | return path; |
| 133 | } |
| 134 | } |