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
This commit is contained in:
Soren Jorvang committed 2010-06-05 18:52:56 +00:00
1 parent 53f9858b94
commit 7d0f03cb61
4 files changed
+25 -34

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@@ -182,13 +182,11 @@ void SConfig::LoadSettings()
IniFile ini;
ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
std::string PluginsDir = File::GetPluginsDirectory();
// Hard coded default
m_DefaultGFXPlugin = PluginsDir + DEFAULT_GFX_PLUGIN;
m_DefaultDSPPlugin = PluginsDir + DEFAULT_DSP_PLUGIN;
m_DefaultPADPlugin = PluginsDir + DEFAULT_PAD_PLUGIN;
m_DefaultWiiMotePlugin = PluginsDir + DEFAULT_WIIMOTE_PLUGIN;
// Hard coded defaults
m_DefaultGFXPlugin = DEFAULT_GFX_PLUGIN;
m_DefaultDSPPlugin = DEFAULT_DSP_PLUGIN;
m_DefaultPADPlugin = DEFAULT_PAD_PLUGIN;
m_DefaultWiiMotePlugin = DEFAULT_WIIMOTE_PLUGIN;
// General
{