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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc')
-rw-r--r--3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc93
1 files changed, 93 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc b/3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc
new file mode 100644
index 00000000000..03489168e8a
--- /dev/null
+++ b/3rdparty/SDL2/src/filesystem/haiku/SDL_sysfilesystem.cc
@@ -0,0 +1,93 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#ifdef SDL_FILESYSTEM_HAIKU
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* System dependent filesystem routines */
+
+#include <os/kernel/image.h>
+#include <os/storage/Directory.h>
+#include <os/storage/Entry.h>
+#include <os/storage/Path.h>
+
+#include "SDL_error.h"
+#include "SDL_stdinc.h"
+#include "SDL_assert.h"
+#include "SDL_filesystem.h"
+
+char *
+SDL_GetBasePath(void)
+{
+ image_info info;
+ int32 cookie = 0;
+
+ while (get_next_image_info(0, &cookie, &info) == B_OK) {
+ if (info.type == B_APP_IMAGE) {
+ break;
+ }
+ }
+
+ BEntry entry(info.name, true);
+ BPath path;
+ status_t rc = entry.GetPath(&path); /* (path) now has binary's path. */
+ SDL_assert(rc == B_OK);
+ rc = path.GetParent(&path); /* chop filename, keep directory. */
+ SDL_assert(rc == B_OK);
+ const char *str = path.Path();
+ SDL_assert(str != NULL);
+
+ const size_t len = SDL_strlen(str);
+ char *retval = (char *) SDL_malloc(len + 2);
+ if (!retval) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+
+ SDL_memcpy(retval, str, len);
+ retval[len] = '/';
+ retval[len+1] = '\0';
+ return retval;
+}
+
+
+char *
+SDL_GetPrefPath(const char *org, const char *app)
+{
+ // !!! FIXME: is there a better way to do this?
+ const char *home = SDL_getenv("HOME");
+ const char *append = "config/settings/";
+ const size_t len = SDL_strlen(home) + SDL_strlen(append) + SDL_strlen(org) + SDL_strlen(app) + 3;
+ char *retval = (char *) SDL_malloc(len);
+ if (!retval) {
+ SDL_OutOfMemory();
+ } else {
+ SDL_snprintf(retval, len, "%s%s%s/%s/", home, append, org, app);
+ create_directory(retval, 0700); // Haiku api: creates missing dirs
+ }
+
+ return retval;
+}
+
+#endif /* SDL_FILESYSTEM_HAIKU */
+
+/* vi: set ts=4 sw=4 expandtab: */