(svn r10182) -Codechange: rewrite most part of the file loading/searching to be more flexible.

-Codechange: add support for personal directories on Windows.
-Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
This commit is contained in:
rubidium
2007-06-17 15:48:57 +00:00
parent 4e4b152adb
commit 3c7a85fe94
25 changed files with 427 additions and 274 deletions

View File

@@ -74,6 +74,7 @@ extern "C" void HideMenuBar();
#include "cocoa_keys.h"
#include "../blitter/blitter.hpp"
#include "../renderer/renderer.hpp"
#include "../fileio.h"
#undef Point
#undef Rect
@@ -2059,6 +2060,22 @@ void CocoaDialog(const char* title, const char* message, const char* buttonLabel
_cocoa_video_dialog = false;
}
/* This is needed since OS X application bundles do not have a
* current directory and the data files are 'somewhere' in the bundle */
void cocoaSetApplicationBundleDir()
{
char tmp[MAXPATHLEN];
CFURLRef url = CFBundleCopyResourcesDirectoryURL(CFBundleGetMainBundle());
if (CFURLGetFileSystemRepresentation(url, true, (unsigned char*)tmp, MAXPATHLEN)) {
AppendPathSeparator(tmp, lengthof(tmp));
_searchpaths[SP_APPLICATION_BUNDLE_DIR] = strdup(tmp);
} else {
_searchpaths[SP_APPLICATION_BUNDLE_DIR] = NULL;
}
CFRelease(url);
}
/* These are called from main() to prevent a _NSAutoreleaseNoPool error when
* exiting before the cocoa video driver has been loaded
*/

View File

@@ -13,6 +13,7 @@
#include "../console.h"
#include "../variables.h"
#include "../genworld.h"
#include "../fileio.h"
#include "../blitter/blitter.hpp"
#include "dedicated_v.h"
@@ -115,7 +116,7 @@ static void CloseWindowsConsoleThread()
static void *_dedicated_video_mem;
extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir);
extern void SwitchMode(int new_mode);
@@ -260,7 +261,7 @@ static void DedicatedVideoMainLoop()
_switch_mode = SM_NONE;
/* First we need to test if the savegame can be loaded, else we will end up playing the
* intro game... */
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
/* Loading failed, pop out.. */
DEBUG(net, 0, "Loading requested map failed, aborting");
_networking = false;