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#165 Add prefix_win32 support to game packs.
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5d08c3e9ec
commit
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1 changed files with 19 additions and 14 deletions
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@ -853,13 +853,15 @@ CGameDescription::CGameDescription( xmlDocPtr pDoc, const Str &GameFile ){
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}
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}
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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// *nix specific
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prop = (char*)xmlGetProp( pNode, (const xmlChar *)"prefix" );
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prop = (char*)xmlGetProp( pNode, (const xmlChar *)"prefix" );
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#elif defined ( __WIN32 )
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prop = (char*)xmlGetProp( pNode, (const xmlChar *)"prefix_win32" );
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#endif
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if ( prop != NULL ) {
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if ( prop != NULL ) {
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mUserPathPrefix = prop;
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mUserPathPrefix = prop;
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xmlFree( prop );
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xmlFree( prop );
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}
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}
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#endif
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mShaderPath = xmlGetProp( pNode, (const xmlChar *)"shaderpath" );
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mShaderPath = xmlGetProp( pNode, (const xmlChar *)"shaderpath" );
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if ( !mShaderPath.GetLength() ) {
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if ( !mShaderPath.GetLength() ) {
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mShaderPath = "scripts/";
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mShaderPath = "scripts/";
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@ -919,9 +921,7 @@ void CGameDescription::Dump(){
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Sys_Printf( "engine : '%s'\n", mEngine.GetBuffer() );
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Sys_Printf( "engine : '%s'\n", mEngine.GetBuffer() );
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Sys_Printf( "shaderlist : '%s'\n", mShaderlist.GetBuffer() );
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Sys_Printf( "shaderlist : '%s'\n", mShaderlist.GetBuffer() );
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Sys_Printf( "caulk shader : '%s'\n", mCaulkShader.GetBuffer() );
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Sys_Printf( "caulk shader : '%s'\n", mCaulkShader.GetBuffer() );
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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Sys_Printf( "prefix : '%s'\n", mUserPathPrefix.GetBuffer() );
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Sys_Printf( "prefix : '%s'\n", mUserPathPrefix.GetBuffer() );
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#endif
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Sys_Printf( "default texture scale: %g\n", mTextureDefaultScale );
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Sys_Printf( "default texture scale: %g\n", mTextureDefaultScale );
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Sys_Printf( "single eclass load : %s\n", mEClassSingleLoad ? "Yes" : "No" );
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Sys_Printf( "single eclass load : %s\n", mEClassSingleLoad ? "Yes" : "No" );
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Sys_Printf( "patches supported : %s\n", mNoPatch ? "No" : "Yes" );
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Sys_Printf( "patches supported : %s\n", mNoPatch ? "No" : "Yes" );
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@ -1301,17 +1301,22 @@ void CGameDialog::Init(){
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g_strGameToolsPath = g_pGameDescription->mGameToolsPath;
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g_strGameToolsPath = g_pGameDescription->mGameToolsPath;
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// NOTE TTimo: this is moved from QE_LoadProject in 1.2
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// Add the per-user game path on all platforms
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// (probably broken)
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if (m_pCurrentGameDescription->mUserPathPrefix.GetLength()) {
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// NOTE Hydra: was broken for win32, we don't use m_strHomeGame or m_strFSBasePath
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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g_qeglobals.m_strHomeGame = g_get_home_dir();
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g_qeglobals.m_strHomeGame = g_get_home_dir();
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g_qeglobals.m_strHomeGame += "/";
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g_qeglobals.m_strHomeGame += "/";
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g_qeglobals.m_strHomeGame += m_pCurrentGameDescription->mUserPathPrefix.GetBuffer();
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g_qeglobals.m_strHomeGame += m_pCurrentGameDescription->mUserPathPrefix.GetBuffer();
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g_qeglobals.m_strHomeGame += "/";
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g_qeglobals.m_strHomeGame += "/";
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#else
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#elif defined ( _WIN32 )
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g_qeglobals.m_strHomeGame = g_pGameDescription->mEnginePath.GetBuffer();
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g_qeglobals.m_strHomeGame = g_get_home_dir();
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g_qeglobals.m_strHomeGame += "\\My Games\\";
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g_qeglobals.m_strHomeGame += m_pCurrentGameDescription->mUserPathPrefix.GetBuffer();
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g_qeglobals.m_strHomeGame += "\\";
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#endif
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#endif
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} else {
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g_qeglobals.m_strHomeGame = g_pGameDescription->mEnginePath.GetBuffer();
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}
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g_pGameDescription->Dump();
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g_pGameDescription->Dump();
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}
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}
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