flycast/core/stdclass.cpp

203 lines
4.2 KiB
C++

#include "types.h"
#include "stdclass.h"
#include "oslib/directory.h"
#include <chrono>
#include <cstring>
#include <sys/stat.h>
#include <sys/types.h>
#include <vector>
#ifdef _WIN32
#include <algorithm>
#endif
static std::string user_config_dir;
static std::string user_data_dir;
static std::vector<std::string> system_config_dirs;
static std::vector<std::string> system_data_dirs;
bool file_exists(const std::string& filename)
{
return (flycast::access(filename.c_str(), R_OK) == 0);
}
void set_user_config_dir(const std::string& dir)
{
user_config_dir = dir;
}
void set_user_data_dir(const std::string& dir)
{
user_data_dir = dir;
}
void add_system_config_dir(const std::string& dir)
{
system_config_dirs.push_back(dir);
}
void add_system_data_dir(const std::string& dir)
{
system_data_dirs.push_back(dir);
}
std::string get_writable_config_path(const std::string& filename)
{
/* Only stuff in the user_config_dir is supposed to be writable,
* so we always return that.
*/
return user_config_dir + filename;
}
std::string get_readonly_config_path(const std::string& filename)
{
std::string user_filepath = get_writable_config_path(filename);
if (file_exists(user_filepath))
return user_filepath;
for (const auto& config_dir : system_config_dirs)
{
std::string filepath = config_dir + filename;
if (file_exists(filepath))
return filepath;
}
// Not found, so we return the user variant
return user_filepath;
}
std::string get_writable_data_path(const std::string& filename)
{
/* Only stuff in the user_data_dir is supposed to be writable,
* so we always return that.
*/
return user_data_dir + filename;
}
std::string get_readonly_data_path(const std::string& filename)
{
std::string user_filepath = get_writable_data_path(filename);
if (file_exists(user_filepath))
return user_filepath;
for (const auto& data_dir : system_data_dirs)
{
std::string filepath = data_dir + filename;
if (file_exists(filepath))
return filepath;
}
// Try the game directory
std::string filepath = get_game_dir() + filename;
if (file_exists(filepath))
return filepath;
// Not found, so we return the user variant
return user_filepath;
}
size_t get_last_slash_pos(const std::string& path)
{
size_t lastindex = path.find_last_of('/');
#ifdef _WIN32
size_t lastindex2 = path.find_last_of('\\');
if (lastindex == std::string::npos)
lastindex = lastindex2;
else if (lastindex2 != std::string::npos)
lastindex = std::max(lastindex, lastindex2);
#endif
return lastindex;
}
std::string get_game_save_prefix()
{
std::string save_file = settings.imgread.ImagePath;
size_t lastindex = get_last_slash_pos(save_file);
if (lastindex != std::string::npos)
save_file = save_file.substr(lastindex + 1);
return get_writable_data_path(save_file);
}
std::string get_game_basename()
{
std::string game_dir = settings.imgread.ImagePath;
size_t lastindex = game_dir.find_last_of('.');
if (lastindex != std::string::npos)
game_dir = game_dir.substr(0, lastindex);
return game_dir;
}
std::string get_game_dir()
{
std::string game_dir = settings.imgread.ImagePath;
size_t lastindex = get_last_slash_pos(game_dir);
if (lastindex != std::string::npos)
game_dir = game_dir.substr(0, lastindex + 1);
else
game_dir = "./";
return game_dir;
}
bool make_directory(const std::string& path)
{
return flycast::mkdir(path.c_str(), 0755) == 0;
}
void cThread::Start()
{
verify(!thread.joinable());
thread = std::thread(entry, param);
}
void cThread::WaitToEnd()
{
if (thread.joinable() && thread.get_id() != std::this_thread::get_id())
thread.join();
}
cResetEvent::cResetEvent() : state(false)
{
}
cResetEvent::~cResetEvent() = default;
void cResetEvent::Set()//Signal
{
std::lock_guard<std::mutex> lock(mutx);
state = true;
cond.notify_one();
}
void cResetEvent::Reset()
{
std::lock_guard<std::mutex> lock(mutx);
state = false;
}
bool cResetEvent::Wait(u32 msec)
{
std::unique_lock<std::mutex> lock(mutx);
if (!state)
cond.wait_for(lock, std::chrono::milliseconds(msec));
bool rc = state;
state = false;
return rc;
}
void cResetEvent::Wait()
{
std::unique_lock<std::mutex> lock(mutx);
if (!state) {
cond.wait(lock);
}
state = false;
}