[Project64] More fixing for android

This commit is contained in:
zilmar 2018-11-20 14:11:32 +10:30
parent d9fae50e16
commit 6a65305e74
6 changed files with 20 additions and 6 deletions

View File

@ -148,7 +148,9 @@ void CEeprom::LoadEeprom()
{ {
FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (!FileName.DirectoryExists()) if (!FileName.DirectoryExists())
{ {

View File

@ -125,7 +125,9 @@ bool CFlashram::LoadFlashram()
{ {
FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (!FileName.DirectoryExists()) if (!FileName.DirectoryExists())
{ {

View File

@ -34,7 +34,9 @@ void CMempak::LoadMempak(int32_t Control, bool Create)
{ {
MempakPath.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); MempakPath.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
MempakPath.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); MempakPath.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (!Create && !MempakPath.Exists()) if (!Create && !MempakPath.Exists())
{ {

View File

@ -28,7 +28,9 @@ bool CSram::LoadSram()
{ {
FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (!FileName.DirectoryExists()) if (!FileName.DirectoryExists())
{ {

View File

@ -1547,7 +1547,9 @@ bool CN64System::SaveState()
{ {
SaveFile.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); SaveFile.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
SaveFile.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); SaveFile.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
SaveFile.SetName(g_Settings->LoadStringVal(Rdb_GoodName).c_str()); SaveFile.SetName(g_Settings->LoadStringVal(Rdb_GoodName).c_str());
g_Settings->SaveDword(Game_LastSaveSlot, g_Settings->LoadDword(Game_CurrentSaveState)); g_Settings->SaveDword(Game_LastSaveSlot, g_Settings->LoadDword(Game_CurrentSaveState));
} }
@ -1703,7 +1705,9 @@ bool CN64System::LoadState()
{ {
FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str()); FileName.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
} }
#ifdef _WIN32
FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); FileName.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (g_Settings->LoadDword(Game_CurrentSaveState) != 0) if (g_Settings->LoadDword(Game_CurrentSaveState) != 0)
{ {
FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Rdb_GoodName).c_str(), g_Settings->LoadDword(Game_CurrentSaveState)).c_str()); FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Rdb_GoodName).c_str(), g_Settings->LoadDword(Game_CurrentSaveState)).c_str());

View File

@ -92,7 +92,9 @@ void CSettingTypeApplication::Initialize(const char * /*AppName*/)
delete m_SettingsIniFile; delete m_SettingsIniFile;
} }
CPath SettingPath(SettingsFile.c_str()); CPath SettingPath(SettingsFile.c_str());
#ifdef _WIN32
SettingPath.NormalizePath(CPath(CPath::MODULE_DIRECTORY)); SettingPath.NormalizePath(CPath(CPath::MODULE_DIRECTORY));
#endif
if (!SettingPath.DirectoryExists()) if (!SettingPath.DirectoryExists())
{ {
SettingPath.DirectoryCreate(); SettingPath.DirectoryCreate();