acabat amb resource.pack
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@@ -19,6 +19,7 @@
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#include "core/rendering/menu.hpp"
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#include "core/rendering/overlay.hpp"
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#include "core/rendering/screen.hpp"
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#include "core/resources/resource_helper.hpp"
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#include "core/system/director.hpp"
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#include "game/options.hpp"
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@@ -32,10 +33,27 @@ SDL_AppResult SDL_AppInit(void** /*appstate*/, int /*argc*/, char* /*argv*/[]) {
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// SDL_GetBasePath() detecta automàticament si estem dins d'un .app bundle
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// (retorna Contents/Resources/) o en un executable normal (carpeta del binari).
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const char* base_path = SDL_GetBasePath();
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std::string resource_pack_path;
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if (base_path) {
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const std::string data_path = std::string(base_path) + "data/";
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file_setresourcefolder(data_path.c_str());
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resource_pack_path = std::string(base_path) + "resource.pack";
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} else {
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resource_pack_path = "resource.pack";
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}
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// Sistema de recursos: prova el pack i cau a fitxers solts dins data/.
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// Release natiu exigix el pack (sense fallback); Debug i WASM mantenen
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// el fallback actiu per a desenvolupament i per al build amb MEMFS.
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#if defined(NDEBUG) && !defined(__EMSCRIPTEN__)
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const bool enable_fallback = false;
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#else
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const bool enable_fallback = true;
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#endif
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if (!ResourceHelper::initializeResourceSystem(resource_pack_path, enable_fallback)) {
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return SDL_APP_FAILURE;
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}
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Options::setConfigFile(std::string(file_getconfigfolder()) + "config.yaml");
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Options::loadFromFile();
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@@ -102,4 +120,5 @@ void SDL_AppQuit(void* /*appstate*/, SDL_AppResult /*result*/) {
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JD8_Quit();
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Screen::destroy();
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JG_Finalize();
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ResourceHelper::shutdownResourceSystem();
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}
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