Re: [AD] 5.0.0 final release plan

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On January 2, 2011, Elias Pschernig wrote:
> On Sun, 2011-01-02 at 13:57 -0700, Thomas Fjellstrom wrote:
> > On January 2, 2011, Peter Hull wrote:
> > > On Sun, Jan 2, 2011 at 1:55 AM, Evert Glebbeek <eglebbk@xxxxxxxxxx> wrote:
> > > > Try the attached patch.
> > > 
> > > That looks OK for ALLEGRO_SYSTEM_DATA_PATH; a5teroids does work now
> > > with this patch *and* with al_get_standard_path(ALLEGRO_PROGRAM_PATH)
> > > replaced by al_get_standard_path(ALLEGRO_SYSTEM_DATA_PATH) in
> > > Game.cpp. However I don't know if this would break every other
> > > platform?
> > 
> > The reason it uses PROGRAM_PATH is because most platforms expect the data
> > to be near the examples, as they aren't supposed to be installed or
> > distributed. On Unix/Linux, changing it to SYSTEM_DATA_PATH will want
> > the example data put in /usr/share some place, not something I think we
> > want.
> > 
> > I'm not sure how we should handle that, maybe #ifdef in some special mac
> > code when in a bundle? I dunno.
> 
> I'd say either an #ifdef or simply check in two places. It's up to a
> game creator whichever of those they want - the #ifdef to make sure data
> is read only from one place, or checking two places so e.g. your artist
> could easily override data within the bundle.
> 
> For the demo, the two places probably would be ALLEGRO_PROGRAM_PATH and
> ALLEGRO_SYSTEM_DATA_PATH. The first one should work whenever you run the
> built examples without installing. The second one should work for the
> installed app (whether as a bundle or not and whether in OSX or not).
> 
> What paths are we using in Windows btw? There seems to be a lot of
> places where a game might want to install its data... just curious.

Windows actually has an api call to get these paths directly from it. So 
Allegro 5 on windows will use whatever Windows tells us to use.

-- 
Thomas Fjellstrom
tfjellstrom@xxxxxxxxxx




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