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Use compile-time macro for Flatpak instead.
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commit
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2 changed files with 5 additions and 7 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 -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 -DZELDA64RECOMP_FLATPAK -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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@ -48,13 +48,11 @@ namespace zelda64 {
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std::filesystem::path get_program_path() {
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#if defined(__APPLE__)
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return get_bundle_resource_directory();
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#elif defined(__linux__)
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std::error_code ec;
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if (std::filesystem::exists("/.flatpak-info", ec)) {
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return "/app/bin";
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}
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#endif
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#elif defined(__linux__) && defined(ZELDA64RECOMP_FLATPAK)
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return "/app/bin";
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#else
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return "";
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#endif
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}
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std::filesystem::path get_asset_path(const char* asset) {
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