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Make path separators in UI more consistent
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@ -637,12 +637,12 @@ void CommonHostInterface::SetUserDirectory()
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std::fprintf(stdout, "Program directory \"%s\"\n", m_program_directory.c_str());
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if (FileSystem::FileExists(StringUtil::StdStringFromFormat("%s%c%s", m_program_directory.c_str(),
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FS_OSPATH_SEPERATOR_CHARACTER, "portable.txt")
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.c_str()) ||
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FileSystem::FileExists(StringUtil::StdStringFromFormat("%s%c%s", m_program_directory.c_str(),
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FS_OSPATH_SEPERATOR_CHARACTER, "settings.ini")
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.c_str()))
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if (FileSystem::FileExists(
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StringUtil::StdStringFromFormat("%s" FS_OSPATH_SEPARATOR_STR "%s", m_program_directory.c_str(), "portable.txt")
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.c_str()) ||
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FileSystem::FileExists(
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StringUtil::StdStringFromFormat("%s" FS_OSPATH_SEPARATOR_STR "%s", m_program_directory.c_str(), "settings.ini")
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.c_str()))
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{
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std::fprintf(stdout, "portable.txt or old settings.ini found, using program directory as user directory.\n");
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m_user_directory = m_program_directory;
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@ -657,8 +657,8 @@ void CommonHostInterface::SetUserDirectory()
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const std::string documents_directory_str(StringUtil::WideStringToUTF8String(documents_directory));
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if (!documents_directory_str.empty())
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{
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m_user_directory = StringUtil::StdStringFromFormat("%s%c%s", documents_directory_str.c_str(),
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FS_OSPATH_SEPERATOR_CHARACTER, "DuckStation");
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m_user_directory = StringUtil::StdStringFromFormat("%s" FS_OSPATH_SEPARATOR_STR "%s",
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documents_directory_str.c_str(), "DuckStation");
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}
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CoTaskMemFree(documents_directory);
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}
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@ -1594,7 +1594,7 @@ void CommonHostInterface::FindInputProfiles(const std::string& base_path, InputP
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}
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std::string filename(
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StringUtil::StdStringFromFormat("%s%c%s", base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER, it.FileName.c_str()));
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StringUtil::StdStringFromFormat("%s" FS_OSPATH_SEPARATOR_STR "%s", base_path.c_str(), it.FileName.c_str()));
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out_list->push_back(InputProfileEntry{std::move(name), std::move(filename)});
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}
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}
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@ -1755,17 +1755,17 @@ std::string CommonHostInterface::GetSettingsFileName() const
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std::string CommonHostInterface::GetGameSaveStateFileName(const char* game_code, s32 slot) const
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{
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if (slot < 0)
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return GetUserDirectoryRelativePath("savestates/%s_resume.sav", game_code);
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return GetUserDirectoryRelativePath("savestates" FS_OSPATH_SEPARATOR_STR "%s_resume.sav", game_code);
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else
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return GetUserDirectoryRelativePath("savestates/%s_%d.sav", game_code, slot);
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return GetUserDirectoryRelativePath("savestates" FS_OSPATH_SEPARATOR_STR "%s_%d.sav", game_code, slot);
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}
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std::string CommonHostInterface::GetGlobalSaveStateFileName(s32 slot) const
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{
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if (slot < 0)
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return GetUserDirectoryRelativePath("savestates/resume.sav");
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return GetUserDirectoryRelativePath("savestates" FS_OSPATH_SEPARATOR_STR "resume.sav");
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else
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return GetUserDirectoryRelativePath("savestates/savestate_%d.sav", slot);
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return GetUserDirectoryRelativePath("savestates" FS_OSPATH_SEPARATOR_STR "savestate_%d.sav", slot);
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}
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std::vector<CommonHostInterface::SaveStateInfo> CommonHostInterface::GetAvailableSaveStates(const char* game_code) const
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@ -2153,12 +2153,12 @@ bool CommonHostInterface::SaveScreenshot(const char* filename /* = nullptr */, b
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const char* extension = "png";
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if (code.empty())
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{
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auto_filename =
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GetUserDirectoryRelativePath("screenshots/%s.%s", GetTimestampStringForFileName().GetCharArray(), extension);
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auto_filename = GetUserDirectoryRelativePath("screenshots" FS_OSPATH_SEPARATOR_STR "%s.%s",
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GetTimestampStringForFileName().GetCharArray(), extension);
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}
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else
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{
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auto_filename = GetUserDirectoryRelativePath("screenshots/%s_%s.%s", code.c_str(),
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auto_filename = GetUserDirectoryRelativePath("screenshots" FS_OSPATH_SEPARATOR_STR "%s_%s.%s", code.c_str(),
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GetTimestampStringForFileName().GetCharArray(), extension);
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}
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@ -13,8 +13,8 @@ static bool TryLoadingShader(PostProcessingShader* shader, const std::string_vie
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{
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std::string shader_name_str(shader_name);
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std::string filename = g_host_interface->GetUserDirectoryRelativePath(
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"shaders%c%s.glsl", FS_OSPATH_SEPERATOR_CHARACTER, shader_name_str.c_str());
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std::string filename = g_host_interface->GetUserDirectoryRelativePath("shaders" FS_OSPATH_SEPARATOR_STR "%s.glsl",
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shader_name_str.c_str());
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if (FileSystem::FileExists(filename.c_str()))
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{
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if (!shader->LoadFromFile(std::move(shader_name_str), filename.c_str()))
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@ -25,7 +25,7 @@ static bool TryLoadingShader(PostProcessingShader* shader, const std::string_vie
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}
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else
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{
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filename = g_host_interface->GetProgramDirectoryRelativePath("shaders%c%s.glsl", FS_OSPATH_SEPERATOR_CHARACTER,
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filename = g_host_interface->GetProgramDirectoryRelativePath("shaders" FS_OSPATH_SEPARATOR_STR "%s.glsl",
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shader_name_str.c_str());
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if (FileSystem::FileExists(filename.c_str()))
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{
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