Don't store the absolute pathname of plugins in the configuration file,
just the basename like libPlugin_foo.dylib. Dolphin then loads the plugins relative to the compiled-in plugins directory. This means that you won't have to reselect the plugins when running different builds (in different directories) and is most obviously beneficial on OS X where application bundles are not (should not) be expected to stay in the place where they are first installed. This is tested on OS X and Linux with local/global build options, but not Windows. I don't anticipate any problems on Windows, but that OS does have slightly different semantics with regard to path component separators and file suffixes, so it's something to watch out for. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5621 8ced0084-cf51-0410-be5f-012b33b47a6e
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@@ -182,13 +182,11 @@ void SConfig::LoadSettings()
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IniFile ini;
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ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
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std::string PluginsDir = File::GetPluginsDirectory();
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// Hard coded default
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m_DefaultGFXPlugin = PluginsDir + DEFAULT_GFX_PLUGIN;
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m_DefaultDSPPlugin = PluginsDir + DEFAULT_DSP_PLUGIN;
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m_DefaultPADPlugin = PluginsDir + DEFAULT_PAD_PLUGIN;
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m_DefaultWiiMotePlugin = PluginsDir + DEFAULT_WIIMOTE_PLUGIN;
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// Hard coded defaults
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m_DefaultGFXPlugin = DEFAULT_GFX_PLUGIN;
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m_DefaultDSPPlugin = DEFAULT_DSP_PLUGIN;
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m_DefaultPADPlugin = DEFAULT_PAD_PLUGIN;
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m_DefaultWiiMotePlugin = DEFAULT_WIIMOTE_PLUGIN;
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// General
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{
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