Use the same code for populating user data directories one by one

on OS X as on other Unices so OS X initial installs aren't so easily
broken by files being created in constructors.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6661 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2010-12-27 00:26:52 +00:00
parent b4e0fe53af
commit 64d43211c9
3 changed files with 19 additions and 22 deletions

View File

@ -75,6 +75,8 @@
#define SYSDATA_DIR "Sys"
#elif defined __APPLE__
#define SYSDATA_DIR "Contents/Resources/Sys"
#define SHARED_USER_DIR File::GetBundleDirectory() + \
DIR_SEP USERDATA_DIR DIR_SEP
#else
#ifdef DATA_DIR
#define SYSDATA_DIR DATA_DIR "sys"

View File

@ -198,11 +198,12 @@ void CodeConfigPanel::DownloadCodes(wxCommandEvent&)
// read new code
case 0 :
{
std::istringstream ss(line);
std::getline(ss, gcode.name, '['); // stop at [ character (begining of contributer name)
std::istringstream ssline(line);
// stop at [ character (begining of contributer name)
std::getline(ssline, gcode.name, '[');
gcode.name = StripSpaces(gcode.name);
// read the code creator name
std::getline(ss, gcode.creator, ']');
std::getline(ssline, gcode.creator, ']');
read_state = 1;
}
break;

View File

@ -280,27 +280,21 @@ bool DolphinApp::OnInit()
delete [] tmpChar;
}
}
#endif
#ifdef __APPLE__
const char *AppSupportDir = File::GetUserPath(D_USER_IDX);
if (!File::Exists(AppSupportDir))
{
// Fresh run: create Dolphin dir and copy contents of User within the bundle to App Support
File::CopyDir(std::string(File::GetBundleDirectory() + DIR_SEP USERDATA_DIR DIR_SEP).c_str(), AppSupportDir);
}
else if (!File::IsDirectory(AppSupportDir))
PanicAlert("~/Library/Application Support/Dolphin exists, but is not a directory");
#elif !defined _WIN32
#else
//create all necessary directories in user directory
//TODO : detect the revision and upgrade where necessary
File::CopyDir(SHARED_USER_DIR CONFIG_DIR DIR_SEP, File::GetUserPath(D_CONFIG_IDX));
File::CopyDir(SHARED_USER_DIR GAMECONFIG_DIR DIR_SEP, File::GetUserPath(D_GAMECONFIG_IDX));
File::CopyDir(SHARED_USER_DIR MAPS_DIR DIR_SEP, File::GetUserPath(D_MAPS_IDX));
File::CopyDir(SHARED_USER_DIR SHADERS_DIR DIR_SEP, File::GetUserPath(D_SHADERS_IDX));
File::CopyDir(SHARED_USER_DIR WII_USER_DIR DIR_SEP, File::GetUserPath(D_WIIUSER_IDX));
File::CopyDir(SHARED_USER_DIR OPENCL_DIR DIR_SEP, File::GetUserPath(D_OPENCL_IDX));
File::CopyDir(std::string(SHARED_USER_DIR CONFIG_DIR DIR_SEP).c_str(),
File::GetUserPath(D_CONFIG_IDX));
File::CopyDir(std::string(SHARED_USER_DIR GAMECONFIG_DIR DIR_SEP).c_str(),
File::GetUserPath(D_GAMECONFIG_IDX));
File::CopyDir(std::string(SHARED_USER_DIR MAPS_DIR DIR_SEP).c_str(),
File::GetUserPath(D_MAPS_IDX));
File::CopyDir(std::string(SHARED_USER_DIR SHADERS_DIR DIR_SEP).c_str(),
File::GetUserPath(D_SHADERS_IDX));
File::CopyDir(std::string(SHARED_USER_DIR WII_USER_DIR DIR_SEP).c_str(),
File::GetUserPath(D_WIIUSER_IDX));
File::CopyDir(std::string(SHARED_USER_DIR OPENCL_DIR DIR_SEP).c_str(),
File::GetUserPath(D_OPENCL_IDX));
if (!File::Exists(File::GetUserPath(D_GCUSER_IDX)))
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX));