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YAY THE MAIN USER DIRECTORY WORKS
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@ -25,7 +25,9 @@ const brushes_data_subdirectory := "Brushes"
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# Get if we should use XDG standard or not nyaaaa
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# Get if we should use XDG standard or not nyaaaa
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func use_xdg_standard() -> bool:
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func use_xdg_standard() -> bool:
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# see: https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html
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# see: https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html
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return OS.has_feature("Linux") or OS.has_feature("BSD")
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# return OS.has_feature("Linux") or OS.has_feature("BSD")
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# Previous was unreliable and buggy >.< nyaa
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return OS.get_name() == "X11"
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@ -119,8 +121,10 @@ func ensure_xdg_user_dirs_exist() -> void:
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var brushes_writing_dir := get_brushes_write_path()
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var brushes_writing_dir := get_brushes_write_path()
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# Create the palette and brush dirs
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# Create the palette and brush dirs
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if not actual_data_dir.dir_exists(palette_writing_dir):
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if not actual_data_dir.dir_exists(palette_writing_dir):
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print("Making directory %s" % [palette_writing_dir])
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actual_data_dir.make_dir(palette_writing_dir)
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actual_data_dir.make_dir(palette_writing_dir)
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if not actual_data_dir.dir_exists(brushes_writing_dir):
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if not actual_data_dir.dir_exists(brushes_writing_dir):
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print("Making directory %s" % [brushes_writing_dir])
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actual_data_dir.make_dir(brushes_writing_dir)
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actual_data_dir.make_dir(brushes_writing_dir)
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