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Fix define on flatpak, add cwd behavior.
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c70908bfd6
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2 changed files with 9 additions and 2 deletions
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@ -28,7 +28,7 @@
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"./N64Recomp us.rev1.toml",
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"./RSPRecomp aspMain.us.rev1.toml",
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"./RSPRecomp njpgdspMain.us.rev1.toml",
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"cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -DCMAKE_MAKE_PROGRAM=ninja -DPATCHES_C_COMPILER=clang -DPATCHES_LD=ld.lld -DRECOMP_FLATPAK -G Ninja -S . -B cmake-build",
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"cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -DCMAKE_MAKE_PROGRAM=ninja -DPATCHES_C_COMPILER=clang -DPATCHES_LD=ld.lld -DRECOMP_FLATPAK=ON -G Ninja -S . -B cmake-build",
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"cmake --build cmake-build --config Release --target Zelda64Recompiled --parallel",
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"rm -rf assets/scss",
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"mkdir -p /app/bin",
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@ -601,7 +601,14 @@ int main(int argc, char** argv) {
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// Force wasapi on Windows, as there seems to be some issue with sample queueing with directsound currently.
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SDL_setenv("SDL_AUDIODRIVER", "wasapi", true);
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#endif
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//printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
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#if defined(__linux__) && defined(RECOMP_FLATPAK)
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// When using Flatpak, applications tend to launch from the home directory by default.
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// Mods might use the current working directory to store the data, so we switch it to a directory
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// with persistent data storage and write permissions under Flatpak to ensure it works.
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std::error_code ec;
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std::filesystem::current_path("/var/data", ec);
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#endif
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// Initialize SDL audio and set the output frequency.
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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