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Expose OS data directory getter methods

This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
Hugo Locurcio hace 4 años
padre
commit
21ad630e11
Se han modificado 3 ficheros con 46 adiciones y 0 borrados
  1. 18 0
      core/bind/core_bind.cpp
  2. 3 0
      core/bind/core_bind.h
  3. 25 0
      doc/classes/OS.xml

+ 18 - 0
core/bind/core_bind.cpp

@@ -1085,6 +1085,21 @@ int64_t _OS::get_native_handle(HandleType p_handle_type) {
 	return (int64_t)OS::get_singleton()->get_native_handle(p_handle_type);
 }
 
+String _OS::get_config_dir() const {
+	// Exposed as `get_config_dir()` instead of `get_config_path()` for consistency with other exposed OS methods.
+	return OS::get_singleton()->get_config_path();
+}
+
+String _OS::get_data_dir() const {
+	// Exposed as `get_data_dir()` instead of `get_data_path()` for consistency with other exposed OS methods.
+	return OS::get_singleton()->get_data_path();
+}
+
+String _OS::get_cache_dir() const {
+	// Exposed as `get_cache_dir()` instead of `get_cache_path()` for consistency with other exposed OS methods.
+	return OS::get_singleton()->get_cache_path();
+}
+
 bool _OS::is_debug_build() const {
 #ifdef DEBUG_ENABLED
 	return true;
@@ -1321,6 +1336,9 @@ void _OS::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_user_data_dir"), &_OS::get_user_data_dir);
 	ClassDB::bind_method(D_METHOD("get_external_data_dir"), &_OS::get_external_data_dir);
 	ClassDB::bind_method(D_METHOD("get_system_dir", "dir"), &_OS::get_system_dir);
+	ClassDB::bind_method(D_METHOD("get_config_dir"), &_OS::get_config_dir);
+	ClassDB::bind_method(D_METHOD("get_data_dir"), &_OS::get_data_dir);
+	ClassDB::bind_method(D_METHOD("get_cache_dir"), &_OS::get_cache_dir);
 	ClassDB::bind_method(D_METHOD("get_unique_id"), &_OS::get_unique_id);
 
 	ClassDB::bind_method(D_METHOD("is_ok_left_and_cancel_right"), &_OS::is_ok_left_and_cancel_right);

+ 3 - 0
core/bind/core_bind.h

@@ -351,6 +351,9 @@ public:
 
 	String get_user_data_dir() const;
 	String get_external_data_dir() const;
+	String get_config_dir() const;
+	String get_data_dir() const;
+	String get_cache_dir() const;
 
 	void alert(const String &p_alert, const String &p_title = "ALERT!");
 

+ 25 - 0
doc/classes/OS.xml

@@ -150,6 +150,14 @@
 				Returns the audio driver name for the given index.
 			</description>
 		</method>
+		<method name="get_cache_dir" qualifiers="const">
+			<return type="String">
+			</return>
+			<description>
+				Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
+				Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
+			</description>
+		</method>
 		<method name="get_cmdline_args">
 			<return type="PoolStringArray">
 			</return>
@@ -168,6 +176,14 @@
 				[/codeblock]
 			</description>
 		</method>
+		<method name="get_config_dir" qualifiers="const">
+			<return type="String">
+			</return>
+			<description>
+				Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
+				Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
+			</description>
+		</method>
 		<method name="get_connected_midi_inputs">
 			<return type="PoolStringArray">
 			</return>
@@ -184,6 +200,14 @@
 				Returns the currently used video driver, using one of the values from [enum VideoDriver].
 			</description>
 		</method>
+		<method name="get_data_dir" qualifiers="const">
+			<return type="String">
+			</return>
+			<description>
+				Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
+				Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
+			</description>
+		</method>
 		<method name="get_date" qualifiers="const">
 			<return type="Dictionary">
 			</return>
@@ -570,6 +594,7 @@
 				On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
 				On Windows, this is [code]%APPDATA%\Godot\app_userdata\[project_name][/code], or [code]%APPDATA%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to [code]%USERPROFILE%\AppData\Roaming[/code].
 				If the project name is empty, [code]user://[/code] falls back to [code]res://[/code].
+				Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user data directory.
 			</description>
 		</method>
 		<method name="get_video_driver_count" qualifiers="const">