fix windows build
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94bae83de6
commit
f8d0ded70e
@ -17,13 +17,13 @@ namespace fs = std::filesystem;
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static debug::Logger logger("engine-paths");
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static inline auto SCREENSHOTS_FOLDER = std::filesystem::u8path("screenshots");
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static inline auto CONTENT_FOLDER = std::filesystem::u8path("content");
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static inline auto WORLDS_FOLDER = std::filesystem::u8path("worlds");
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static inline auto CONFIG_FOLDER = io::path("config");
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static inline auto EXPORT_FOLDER = io::path("export");
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static inline auto CONTROLS_FILE = std::filesystem::u8path("controls.toml");
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static inline auto SETTINGS_FILE = std::filesystem::u8path("settings.toml");
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static inline io::path SCREENSHOTS_FOLDER = "screenshots";
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static inline io::path CONTENT_FOLDER = "content";
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static inline io::path WORLDS_FOLDER = "worlds";
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static inline io::path CONFIG_FOLDER = "config";
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static inline io::path EXPORT_FOLDER = "export";
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static inline io::path CONTROLS_FILE = "controls.toml";
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static inline io::path SETTINGS_FILE = "settings.toml";
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static io::path toCanonic(io::path path) {
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std::stack<std::string> parts;
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@ -46,7 +46,7 @@ static io::path toCanonic(io::path path) {
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throw files_access_error("entry point reached");
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}
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path = path / std::filesystem::path(part);
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path = path / part;
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}
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return path;
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}
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@ -118,7 +118,7 @@ io::path EnginePaths::getCurrentWorldFolder() {
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}
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io::path EnginePaths::getWorldFolderByName(const std::string& name) {
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return getWorldsFolder() / std::filesystem::path(name);
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return getWorldsFolder() / name;
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}
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io::path EnginePaths::getControlsFile() const {
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@ -230,7 +230,7 @@ std::vector<std::string> ResPaths::listdirRaw(const std::string& folderName) con
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std::vector<std::string> entries;
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for (int i = roots.size() - 1; i >= 0; i--) {
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auto& root = roots[i];
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auto folder = root.path / fs::u8path(folderName);
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auto folder = root.path / folderName;
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if (!io::is_directory(folder)) continue;
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for (const auto& file : io::directory_iterator(folder)) {
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entries.emplace_back(root.name + ":" + folderName + "/" + file.name());
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@ -125,7 +125,7 @@ void lua::initialize(const EnginePaths& paths, const CoreParameters& params) {
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main_thread = create_state(
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paths, params.headless ? StateType::SCRIPT : StateType::BASE
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);
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lua::pushstring(main_thread, params.scriptFile.stem());
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lua::pushstring(main_thread, params.scriptFile.stem().u8string());
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lua::setglobal(main_thread, "__VC_SCRIPT_NAME");
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}
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