Make path separators in UI more consistent

This commit is contained in:
Silent
2020-09-19 22:39:04 +02:00
parent fa3307e5f1
commit 92d0dabf54
10 changed files with 62 additions and 54 deletions

View File

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

View File

@ -13,8 +13,8 @@ static bool TryLoadingShader(PostProcessingShader* shader, const std::string_vie
{
std::string shader_name_str(shader_name);
std::string filename = g_host_interface->GetUserDirectoryRelativePath(
"shaders%c%s.glsl", FS_OSPATH_SEPERATOR_CHARACTER, shader_name_str.c_str());
std::string filename = g_host_interface->GetUserDirectoryRelativePath("shaders" FS_OSPATH_SEPARATOR_STR "%s.glsl",
shader_name_str.c_str());
if (FileSystem::FileExists(filename.c_str()))
{
if (!shader->LoadFromFile(std::move(shader_name_str), filename.c_str()))
@ -25,7 +25,7 @@ static bool TryLoadingShader(PostProcessingShader* shader, const std::string_vie
}
else
{
filename = g_host_interface->GetProgramDirectoryRelativePath("shaders%c%s.glsl", FS_OSPATH_SEPERATOR_CHARACTER,
filename = g_host_interface->GetProgramDirectoryRelativePath("shaders" FS_OSPATH_SEPARATOR_STR "%s.glsl",
shader_name_str.c_str());
if (FileSystem::FileExists(filename.c_str()))
{