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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/sdl/core/unix/SDL_appid.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "SDL_appid.h"
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#include <unistd.h>
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const char *SDL_GetExeName(void)
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{
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static const char *proc_name = NULL;
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// TODO: Use a fallback if BSD has no mounted procfs (OpenBSD has no procfs at all)
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if (!proc_name) {
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#if defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_FREEBSD) || defined (SDL_PLATFORM_NETBSD)
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static char linkfile[1024];
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int linksize;
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#if defined(SDL_PLATFORM_LINUX)
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const char *proc_path = "/proc/self/exe";
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#elif defined(SDL_PLATFORM_FREEBSD)
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const char *proc_path = "/proc/curproc/file";
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#elif defined(SDL_PLATFORM_NETBSD)
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const char *proc_path = "/proc/curproc/exe";
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#endif
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linksize = readlink(proc_path, linkfile, sizeof(linkfile) - 1);
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if (linksize > 0) {
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linkfile[linksize] = '\0';
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proc_name = SDL_strrchr(linkfile, '/');
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if (proc_name) {
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++proc_name;
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} else {
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proc_name = linkfile;
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}
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}
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#endif
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}
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return proc_name;
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}
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const char *SDL_GetAppID(void)
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{
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const char *id_str = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING);
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if (!id_str) {
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// If the hint isn't set, try to use the application's executable name
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id_str = SDL_GetExeName();
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}
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if (!id_str) {
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// Finally, use the default we've used forever
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id_str = "SDL_App";
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}
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return id_str;
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}
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