prepare for 'ardour4'
[ardour.git] / libs / ardour / filesystem_paths.cc
index 8d48ea3068ec3458528f36bb1cd45002c53b609f..c0766c066f65f2f7c3755469601bfc157ec470b9 100644 (file)
 
 #include "i18n.h"
 
+#ifdef PLATFORM_WINDOWS
+#include "shlobj.h"
+#include "pbd/windows_special_dirs.h"
+#endif
+
 using namespace PBD;
 
 namespace ARDOUR {
@@ -44,28 +49,36 @@ user_config_directory ()
        if (!p.empty()) return p;
 
 #ifdef __APPLE__
+
        p = Glib::build_filename (Glib::get_home_dir(), "Library/Preferences");
-#else
-       const char* c = 0;
 
-       /* adopt freedesktop standards, and put .ardour3 into $XDG_CONFIG_HOME or ~/.config
-        */
+#else
 
+       const char* c = 0;
+       /* adopt freedesktop standards, and put .ardour3 into $XDG_CONFIG_HOME or ~/.config */
        if ((c = getenv ("XDG_CONFIG_HOME")) != 0) {
                p = c;
        } else {
-               const string home_dir = Glib::get_home_dir();
 
+#ifdef PLATFORM_WINDOWS
+               // Not technically the home dir (since it needs to be a writable folder)
+               const string home_dir = Glib::get_user_config_dir();
+#else
+               const string home_dir = Glib::get_home_dir();
+#endif
                if (home_dir.empty ()) {
                        error << "Unable to determine home directory" << endmsg;
                        exit (1);
                }
-
                p = home_dir;
+
+#ifndef PLATFORM_WINDOWS
                p = Glib::build_filename (p, ".config");
-       }
 #endif
 
+       }
+#endif // end not __APPLE__
+
        p = Glib::build_filename (p, user_config_dir_name);
 
        if (!Glib::file_test (p, Glib::FILE_TEST_EXISTS)) {
@@ -83,13 +96,78 @@ user_config_directory ()
        return p;
 }
 
+std::string
+user_cache_directory ()
+{
+       static std::string p;
+
+       if (!p.empty()) return p;
+
+#ifdef __APPLE__
+       p = Glib::build_filename (Glib::get_home_dir(), "Library/Caches");
+#else
+       const char* c = 0;
+
+       /* adopt freedesktop standards, and put .ardour3 into $XDG_CACHE_HOME
+        * defaulting to or ~/.config
+        */
+       if ((c = getenv ("XDG_CACHE_HOME")) != 0) {
+               p = c;
+       } else {
+
+#ifdef PLATFORM_WINDOWS
+               // Not technically the home dir (since it needs to be a writable folder)
+               const string home_dir = Glib::get_user_data_dir();
+#else
+               const string home_dir = Glib::get_home_dir();
+#endif
+               if (home_dir.empty ()) {
+                       error << "Unable to determine home directory" << endmsg;
+                       exit (1);
+               }
+               p = home_dir;
+
+#ifndef PLATFORM_WINDOWS
+               p = Glib::build_filename (p, ".cache");
+#endif
+
+       }
+#endif // end not __APPLE__
+
+       p = Glib::build_filename (p, user_config_dir_name);
+
+#ifdef PLATFORM_WINDOWS
+        /* On Windows Glib::get_user_data_dir is the folder to use for local
+               * (as opposed to roaming) application data.
+               * See documentation for CSIDL_LOCAL_APPDATA.
+               * Glib::get_user_data_dir() == GLib::get_user_config_dir()
+               * so we add an extra subdir *below* the config dir.
+               */
+       p = Glib::build_filename (p, "cache");
+#endif
+
+       if (!Glib::file_test (p, Glib::FILE_TEST_EXISTS)) {
+               if (g_mkdir_with_parents (p.c_str(), 0755)) {
+                       error << string_compose (_("Cannot create cache directory %1 - cannot run"),
+                                                  p) << endmsg;
+                       exit (1);
+               }
+       } else if (!Glib::file_test (p, Glib::FILE_TEST_IS_DIR)) {
+               error << string_compose (_("Cache directory %1 already exists and is not a directory/folder - cannot run"),
+                                          p) << endmsg;
+               exit (1);
+       }
+
+       return p;
+}
+
 std::string
 ardour_dll_directory ()
 {
 #ifdef PLATFORM_WINDOWS
        std::string dll_dir_path(g_win32_get_package_installation_directory_of_module(NULL));
        dll_dir_path = Glib::build_filename (dll_dir_path, "lib");
-       return Glib::build_filename (dll_dir_path, "ardour3");
+       return Glib::build_filename (dll_dir_path, LIBARDOUR);
 #else
        std::string s = Glib::getenv("ARDOUR_DLL_PATH");
        if (s.empty()) {
@@ -101,56 +179,74 @@ ardour_dll_directory ()
 }
 
 #ifdef PLATFORM_WINDOWS
-SearchPath
+Searchpath
 windows_search_path ()
 {
        std::string dll_dir_path(g_win32_get_package_installation_directory_of_module(NULL));
        dll_dir_path = Glib::build_filename (dll_dir_path, "share");
-       return Glib::build_filename (dll_dir_path, "ardour3");
+       return Glib::build_filename (dll_dir_path, LIBARDOUR);
 }
 #endif
 
-SearchPath
+Searchpath
 ardour_config_search_path ()
 {
-       static SearchPath search_path;
+       static Searchpath search_path;
 
        if (search_path.empty()) {
+               // Start by adding the user's personal config folder
                search_path += user_config_directory();
 #ifdef PLATFORM_WINDOWS
-               search_path += windows_search_path ();
+               // On Windows, add am intermediate configuration folder
+               // (one that's guaranteed to be writable by all users).
+               const gchar* const *all_users_folder = g_get_system_config_dirs();
+               // Despite its slightly odd name, the above returns a single entry which
+               // corresponds to 'All Users' on Windows (according to the documentation)
+
+               if (all_users_folder) {
+                       std::string writable_all_users_path = all_users_folder[0];
+                       writable_all_users_path += "\\";
+                       writable_all_users_path += PROGRAM_NAME;
+                       writable_all_users_path += "\\.config";
+#ifdef _WIN64
+                       writable_all_users_path += "\\win64";
 #else
+                       writable_all_users_path += "\\win32";
+#endif
+                       search_path += writable_all_users_path;
+               }
+
+               // now add a suitable config path from the bundle
+               search_path += windows_search_path ();
+#endif
+               // finally, add any paths from ARDOUR_CONFIG_PATH if it exists
                std::string s = Glib::getenv("ARDOUR_CONFIG_PATH");
                if (s.empty()) {
-                       std::cerr << _("ARDOUR_CONFIG_PATH not set in environment - exiting\n");
-                       ::exit (1);
+                       std::cerr << _("ARDOUR_CONFIG_PATH not set in environment\n");
+               } else {
+                       search_path += Searchpath (s);
                }
-               
-               search_path += SearchPath (s);
-#endif
        }
 
        return search_path;
 }
 
-SearchPath
+Searchpath
 ardour_data_search_path ()
 {
-       static SearchPath search_path;
+       static Searchpath search_path;
 
        if (search_path.empty()) {
                search_path += user_config_directory();
 #ifdef PLATFORM_WINDOWS
                search_path += windows_search_path ();
-#else
+#endif
                std::string s = Glib::getenv("ARDOUR_DATA_PATH");
                if (s.empty()) {
-                       std::cerr << _("ARDOUR_DATA_PATH not set in environment - exiting\n");
-                       ::exit (1);
+                       std::cerr << _("ARDOUR_DATA_PATH not set in environment\n");
+               } else {
+                       search_path += Searchpath (s);
                }
-               
-               search_path += SearchPath (s);
-#endif
        }
 
        return search_path;