mirror of https://github.com/bsnes-emu/bsnes.git
Add a build-time option to change the resources directory.
Normally, SameBoy would use executable-relative paths for any resource files, which posed problems for packaging the software by distributions, which usually prefer FHS-compliant file locations. This commit makes it possible to specify an alternative base directory with a compile-time environment variable.
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bbffb49b8f
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4
Makefile
4
Makefile
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@ -33,6 +33,10 @@ BIN := build/bin
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OBJ := build/obj
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BOOTROMS_DIR ?= $(BIN)/BootROMs
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ifdef DATA_DIR
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CFLAGS += -DDATA_DIR="\"$(DATA_DIR)\""
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endif
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# Set tools
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# Use clang if it's available.
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@ -46,6 +46,8 @@ On Windows, SameBoy also requires:
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* [GnuWin](http://gnuwin32.sourceforge.net/)
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* Running vcvars32 before running make. Make sure all required tools and libraries are in %PATH% and %lib%, respectively.
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To compile, simply run `make`. The targets are cocoa (Default for macOS), sdl (Default for everything else), libretro, bootroms and tester. You may also specify CONF=debug (default), CONF=release or CONF=native_release to control optimization and symbols. native_release is faster than release, but is optimized to the host's CPU and therefore is not portable. You may set BOOTROMS_DIR=... to a directory containing precompiled dmg_boot.bin and cgb_boot.bin files, otherwise the build system will compile and use SameBoy's own boot ROMs.
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To compile, simply run `make`. The targets are `cocoa` (Default for macOS), `sdl` (Default for everything else), `libretro`, `bootroms` and `tester`. You may also specify `CONF=debug` (default), `CONF=release` or `CONF=native_release` to control optimization and symbols. `native_release` is faster than `release`, but is optimized to the host's CPU and therefore is not portable. You may set `BOOTROMS_DIR=...` to a directory containing precompiled `dmg_boot.bin` and `cgb_boot.bin` files, otherwise the build system will compile and use SameBoy's own boot ROMs.
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By default, the SDL port will look for resource files with a path relative to executable. If you are packaging SameBoy, you may wish to override this by setting the `DATA_DIR` variable during compilation to the target path of the directory containing all files (apart from the executable, that's not necessary) from the `build/bin/SDL` directory in the source tree. Make sure the variable ends with a `/` character.
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SameBoy was compiled and tested on macOS, Ubuntu and 32-bit Windows 7.
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@ -746,7 +746,7 @@ void run_gui(bool is_running)
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/* Draw the background screen */
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static SDL_Surface *converted_background = NULL;
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if (!converted_background) {
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SDL_Surface *background = SDL_LoadBMP(executable_relative_path("background.bmp"));
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SDL_Surface *background = SDL_LoadBMP(resource_path("background.bmp"));
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SDL_SetPaletteColors(background->format->palette, gui_palette, 0, 4);
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converted_background = SDL_ConvertSurface(background, pixel_format, 0);
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SDL_LockSurface(converted_background);
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@ -426,7 +426,7 @@ restart:
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bool error = false;
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start_capturing_logs();
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const char * const boot_roms[] = {"dmg_boot.bin", "cgb_boot.bin", "agb_boot.bin"};
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error = GB_load_boot_rom(&gb, executable_relative_path(boot_roms[configuration.model]));
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error = GB_load_boot_rom(&gb, resource_path(boot_roms[configuration.model]));
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end_capturing_logs(true, error);
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start_capturing_logs();
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@ -442,7 +442,7 @@ restart:
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GB_load_battery(&gb, battery_save_path);
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/* Configure symbols */
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GB_debugger_load_symbol_file(&gb, executable_relative_path("registers.sym"));
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GB_debugger_load_symbol_file(&gb, resource_path("registers.sym"));
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char symbols_path[path_length + 5];
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replace_extension(filename, path_length, symbols_path, ".sym");
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@ -78,7 +78,7 @@ bool init_shader_with_name(shader_t *shader, const char *name)
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static signed long filter_token_location = 0;
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if (!master_shader_code[0]) {
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FILE *master_shader_f = fopen(executable_relative_path("Shaders/MasterShader.fsh"), "r");
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FILE *master_shader_f = fopen(resource_path("Shaders/MasterShader.fsh"), "r");
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if (!master_shader_f) return false;
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fread(master_shader_code, 1, sizeof(master_shader_code) - 1, master_shader_f);
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fclose(master_shader_f);
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@ -92,7 +92,7 @@ bool init_shader_with_name(shader_t *shader, const char *name)
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char shader_path[1024];
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sprintf(shader_path, "Shaders/%s.fsh", name);
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FILE *shader_f = fopen(executable_relative_path(shader_path), "r");
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FILE *shader_f = fopen(resource_path(shader_path), "r");
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if (!shader_f) return false;
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memset(shader_code, 0, sizeof(shader_code));
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fread(shader_code, 1, sizeof(shader_code) - 1, shader_f);
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10
SDL/utils.c
10
SDL/utils.c
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@ -3,8 +3,11 @@
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#include <string.h>
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#include "utils.h"
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const char *executable_folder(void)
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const char *resource_folder(void)
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{
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#ifdef DATA_DIR
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return DATA_DIR;
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#else
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static const char *ret = NULL;
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if (!ret) {
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ret = SDL_GetBasePath();
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@ -13,12 +16,13 @@ const char *executable_folder(void)
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}
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}
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return ret;
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#endif
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}
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char *executable_relative_path(const char *filename)
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char *resource_path(const char *filename)
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{
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static char path[1024];
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snprintf(path, sizeof(path), "%s%s", executable_folder(), filename);
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snprintf(path, sizeof(path), "%s%s", resource_folder(), filename);
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return path;
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}
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@ -2,8 +2,8 @@
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#define utils_h
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#include <stddef.h>
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const char *executable_folder(void);
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char *executable_relative_path(const char *filename);
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const char *resource_folder(void);
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char *resource_path(const char *filename);
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void replace_extension(const char *src, size_t length, char *dest, const char *ext);
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#endif /* utils_h */
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