using Godot; using System.IO; namespace Theriapolis.GodotHost.Platform; /// /// Single source of truth for resolving the project's Content/ directory. /// Content lives at the repository root (sibling to Theriapolis.Godot/), /// not inside res://. This avoids duplicating gigabytes of game data, and /// keeps the same Content/Data and Content/Gfx tree the MonoGame branch /// and headless Tools all read from. /// /// Resolution walks up from res:// looking for Content/Data; once found, /// the parent of Data is the Content root, used for Gfx too. Cached after /// first hit so repeated calls are cheap. /// public static class ContentPaths { private static string? _cachedContentRoot; public static string ContentRoot => _cachedContentRoot ??= ResolveContentRoot(); public static string DataDir => Path.Combine(ContentRoot, "Data"); public static string GfxDir => Path.Combine(ContentRoot, "Gfx"); private static string ResolveContentRoot() { // Try res://../Content first — the canonical layout. string fromRes = ProjectSettings.GlobalizePath("res://../Content"); if (Directory.Exists(Path.Combine(fromRes, "Data"))) return fromRes; // Walk up further in case Theriapolis.Godot is nested deeper. string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\'); for (int i = 0; i < 6; i++) { if (string.IsNullOrEmpty(dir)) break; string candidate = Path.Combine(dir, "Content"); if (Directory.Exists(Path.Combine(candidate, "Data"))) return candidate; dir = Path.GetDirectoryName(dir); } // Last resort — return the canonical path even if it doesn't exist; // callers that care will fail with a useful error. GD.PushWarning($"[ContentPaths] Content root not found; using {fromRes}"); return fromRes; } }