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unit UPlatformMacOSX;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
{ Used from Classes:
  Classes
    TStringList
    TFileStream
}
  Classes,

{ Used from UPlatform:
  Types
    TDirectoryEntryArray
  Overriding parts of UPlatform:
  Functions and Procedures
    Init
    DirectoryFindFiles
    GetLogPath
    GetGameSharedPath
    GetGameUserPath
}
  UPlatform;

type
{
@abstract(Provides Mac OS X specific details.)
@lastmod(August 1, 2008)
The UPlatformMacOSX unit takes care of setting paths to resource folders.

(Note for non-Maccies: "folder" is the Mac name for directory.)

 Note on the resource folders:
 1. Installation of an application on the mac works as follows: Extract and copy an application
    and if you don't like or need the application anymore you move the folder
    to the trash - and you're done.
 2. The use folders in the user's home directory is against Apple's guidelines
    and strange to an average user.
 3. Even worse is using /usr/local/... since all lowercase folders in / are 
    not visible to an average user in the Finder, at least not without some "tricks".

 The best way would be to store everything within the application bundle. However, this
 requires USDX to offer the handling of the resources. Until this is implemented, the
 second best solution is as follows: 

 According to Aple guidelines handling of resources and folders should follow these lines:

 Acceptable places for files are folders named UltraStarDeluxe either in
 /Library/Application Support/
 or 
 ~/Library/Application Support/
 
 So
 GetGameSharedPath could return 
 /Library/Application Support/UltraStarDeluxe/Resources/.
 GetGameUserPath could return 
 ~/Library/Application Support/UltraStarDeluxe/Resources/.

 Right now, only $HOME/Library/Application Support/UltraStarDeluxe/Resources
 is used. So every user needs the complete set of files and folders.
 Future versions may also use shared resources in 
 /Library/Application Support/UltraStarDeluxe/Resources. However, this is not
 treated yet in the code outside this unit.

 USDX checks, whether GetGameUserPath exists. If not, USDX creates it.
 The existence of needed files is then checked and if a file is missing
 it is copied to there from within the Resources folder in the Application 
 bundle, which contains the default files. USDX should not delete files or 
 folders in Application Support/UltraStarDeluxe automatically or without 
 user confirmation.
}
  TPlatformMacOSX = class(TPlatform)
    private
{ GetBundlePath returns the path to the application bundle UltraStarDeluxe.app.
}
      function GetBundlePath: WideString;
{ GetApplicationSupportPath returns the path to 
  $HOME/Library/Application Support/UltraStarDeluxe/Resources.
}
      function GetApplicationSupportPath: WideString;
{ see the description of @link(Init). }
      procedure CreateUserFolders();
    public
{ Init simply calls @link(CreateUserFolders), which in turn scans the folder
  UltraStarDeluxe.app/Contents/Resources for all files and folders.
  $HOME/Library/Application Support/UltraStarDeluxe/Resources is then checked
  for their presence and missing ones are copied.
}
      procedure Init; override;
{ DirectoryFindFiles returns all entries of a folder with names and booleans 
  about their type, i.e. file or directory.
}
      function  DirectoryFindFiles(Dir, Filter: WideString; ReturnAllSubDirs: boolean): TDirectoryEntryArray; override;
{ GetLogPath returns the path for log messages. Currently it is set to
  $HOME/Library/Application Support/UltraStarDeluxe/Resources/Log.
}
      function  GetLogPath        : WideString; override;
{ GetGameSharedPath returns the path for shared resources. Currently it is set to
  /Library/Application Support/UltraStarDeluxe/Resources. 
  However it is not used.
}
      function  GetGameSharedPath : WideString; override;
{ GetGameUserPath returns the path for user resources. Currently it is set to
  $HOME/Library/Application Support/UltraStarDeluxe/Resources. 
  This is where a user can add songs, themes, ....
}
      function  GetGameUserPath   : WideString; override;
  end;

implementation

uses
{ Used from SysUtils:
  Types
    TSearchRec
  Constants
    faAnyFile
  Functions and Procedures
    DirectoryExists
    ExtractFilePath
    FileGetAttr
    FileExists
    FindFirst
    FindNext
    FindClose
    GetEnvironmentVariable
}
  SysUtils,
  
{ Used from BaseUnix:
  Types
    pdir
    pDirent
  Functions and Procedures
    FPOpenDir
    FPReadDir
    FPCloseDir
}
  BaseUnix;

procedure TPlatformMacOSX.Init;
begin
  CreateUserFolders();
end;

procedure TPlatformMacOSX.CreateUserFolders();
var
{ } 
  RelativePath, 
{ BaseDir contains the path to the folder, where a search is performed.
  It is set to the entries in @link(DirectoryList) one after the other.
}
  BaseDir, 
{ OldBaseDir contains the path to the folder, where the search started.
  It is used to return to it, when the search is completed in all folders.
}
  OldBaseDir: string;
{ This record contains the result of a file search with FindFirst or FindNext}
  SearchInfo: TSearchRec;
{ These two lists contain all folder and file names found
  within the folder @link(BaseDir).
}
  DirectoryList, FileList: TStringList;
{ DirectoryIsFinished contains the index of the folder in @link(DirectoryList),
  which is the last one completely searched. Later folders are still to be 
  searched for additional files and folders.
}
  DirectoryIsFinished: longint;
  counter: longint;

  UserPathName: string;
{ SourceFile and TaretFile are used to copy a file from on folder to another. }
  SourceFile, TargetFile: TFileStream;
{ FileCopyBuffer is the buffer for copying @link(SourceFile) to @link(TargetFile).
  Its size (4096) has been choosen with little testing. A smaller size makes 
  copying slower. A larger size may make copying large files faster.
}
  FileCopyBuffer: array [1..4096] of byte;
{ NumberOfBytes is the number of bytes read from @link(SourceFile) }
  NumberOfBytes: integer;
const
{ This string is used to construct the @link(UserPathName) }
  PathName: string = '/Library/Application Support/UltraStarDeluxe/Resources';
begin
{ Get the current folder and save it in OldBaseDir for returning to it, when 
  finished.
}
  getdir (0, OldBaseDir);
{ UltraStarDeluxe.app/Contents/Resources contains all the default files and 
  folders. 
}
  BaseDir := OldBaseDir + '/UltraStarDeluxe.app/Contents/Resources';
  chdir (BaseDir);
{ Right now, only $HOME/Library/Application Support/UltraStarDeluxe/Resources
  is used.
}
  UserPathName := GetEnvironmentVariable('HOME') + PathName;

  DirectoryIsFinished := 0;
  DirectoryList := TStringList.Create();
  FileList := TStringList.Create();
  DirectoryList.Add('.');
  
{ create the folder and file lists }
  repeat

    RelativePath := DirectoryList[DirectoryIsFinished];
    chdir (BaseDir + '/' + RelativePath);
    if (FindFirst('*', faAnyFile, SearchInfo) = 0) then
    begin
      repeat
        if DirectoryExists(SearchInfo.Name) then
        begin
          if (SearchInfo.Name <> '.') and (SearchInfo.Name <> '..')  then
            DirectoryList.Add(RelativePath + '/' + SearchInfo.Name);
        end
        else
          Filelist.Add(RelativePath + '/' + SearchInfo.Name);
      until (FindNext(SearchInfo) <> 0);
    end;
    FindClose(SearchInfo);
    DirectoryIsFinished := succ(DirectoryIsFinished);
  until (DirectoryIsFinished = DirectoryList.Count);

{ create missing folders }
  if not DirectoryExists(UserPathName) then
    mkdir (UserPathName);

  for counter := 0 to DirectoryList.Count-1 do
    if not DirectoryExists(UserPathName + '/' + DirectoryList[counter]) then
      mkdir (UserPathName + '/' + DirectoryList[counter]);
  DirectoryList.Free();

{ copy missing files }
  for counter := 0 to Filelist.Count-1 do
    if not FileExists(UserPathName + '/' + Filelist[counter]) then
    begin
      SourceFile := TFileStream.Create(BaseDir      + '/' + Filelist[counter], fmOpenRead);
      TargetFile := TFileStream.Create(UserPathName + '/' + Filelist[counter], fmCreate);
      repeat
        NumberOfBytes := SourceFile.Read(FileCopyBuffer, SizeOf(FileCopyBuffer));
        TargetFile.Write(FileCopyBuffer, NumberOfBytes);
      until (NumberOfBytes < SizeOf(FileCopyBuffer));
      SourceFile.Free;
      TargetFile.Free;
    end;
  FileList.Free();

{ go back to the initial folder }
  chdir (OldBaseDir);
end;

{ Mac applications are packaged in folders.
  We have to cut the last two folders
  to get the application folder.
}
function TPlatformMacOSX.GetBundlePath: WideString;
var
  i, pos : integer;
begin
  Result := ExtractFilePath(ParamStr(0));
  for i := 1 to 2 do
  begin
    pos := Length(Result);
    repeat
      Delete(Result, pos, 1);
      pos := Length(Result);
    until (pos = 0) or (Result[pos] = '/');
  end;
end;

function TPlatformMacOSX.GetApplicationSupportPath: WideString;
const
  PathName : string = '/Library/Application Support/UltraStarDeluxe/Resources';
begin
  Result := GetEnvironmentVariable('HOME') + PathName + '/';
end;

function TPlatformMacOSX.GetLogPath: WideString;
begin
  Result := GetApplicationSupportPath + 'Logs';
end;

function TPlatformMacOSX.GetGameSharedPath: WideString;
begin
  Result := GetApplicationSupportPath;
end;

function TPlatformMacOSX.GetGameUserPath: WideString;
begin
  Result := GetApplicationSupportPath;
end;

function TPlatformMacOSX.DirectoryFindFiles(Dir, Filter: WideString; ReturnAllSubDirs: boolean): TDirectoryEntryArray;
var
  i       : integer;
  TheDir  : pdir;
  ADirent : pDirent;
  lAttrib : integer;
begin
  i := 0;
  Filter := LowerCase(Filter);

  TheDir := FPOpenDir(Dir);     
  if Assigned(TheDir) then
    repeat
      ADirent := FPReadDir(TheDir);

      if Assigned(ADirent) and (ADirent^.d_name <> '.') and (ADirent^.d_name <> '..') then
      begin
        lAttrib := FileGetAttr(Dir + ADirent^.d_name);
        if ReturnAllSubDirs and ((lAttrib and faDirectory) <> 0) then
        begin
          SetLength(Result, i + 1);
          Result[i].Name        := ADirent^.d_name;
          Result[i].IsDirectory := true;
          Result[i].IsFile      := false;
          i := i + 1;
        end
        else if (Length(Filter) = 0) or (Pos( Filter, LowerCase(ADirent^.d_name)) > 0) then
        begin
          SetLength(Result, i + 1);
          Result[i].Name        := ADirent^.d_name;
          Result[i].IsDirectory := false;
          Result[i].IsFile      := true;
          i := i + 1;
        end;
      end;
    until ADirent = nil;

  FPCloseDir(TheDir);
end;

end.