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86 commits

Author SHA1 Message Date
Misa
a405635cb2 Replace other usage of PHYSFS_getBaseDir() with SDL_GetBasePath()
Ethan, you forgot this other one.

I do have to rejiggle the control flow of the function a bit, so it
doesn't leak memory upon failure. (Although the SDL message box leaks
memory anyway because of X11 so... whatever.) Also, there's a NULL check
for if SDL_GetBasePath() fails now.
2021-03-31 02:51:52 -04:00
Ethan Lee
4c4f8de0d5 Fix leaking GetBasePath result 2021-03-31 02:43:15 -04:00
Ethan Lee
b87f6e487a Use SDL_GetBashPath instead of PHYSFS_getBaseDir, latter is made of fail on macOS 2021-03-30 12:18:09 -04:00
Misa
c1572de9e2 Make one-way recolors check for specific files
So, 2.3 added recoloring one-way tiles to no longer make them be always
yellow. However, custom levels that retexture the one-way tiles might
not want them to be recolored. So, if there are ANY custom assets
mounted, then the one-ways will not be recolored. However, if the XML
has a <onewaycol_override>1</onewaycol_override> tag, then the one-way
will be recolored again anyways.

When I added one-way recoloring, I didn't intend for any custom asset to
disable the recoloring; I only did it because I couldn't find a way to
check if a specific file was customized by the custom level or not.

However, I have figured out how to do so, and so now tiles.png one-way
recolors will only be disabled if there's a custom tiles.png, and
tiles2.png one-way recolors will only be disabled if there's a custom
tiles2.png.

In order to make sure we're not calling PhysFS functions on every single
deltaframe, I've added caching variables, tiles1_mounted and
tiles2_mounted, to Graphics; these get assigned every time
reloadresources() is called.
2021-03-06 16:00:57 -05:00
Misa
34865a8ef1 Add FILESYSTEM_isAssetMounted()
This function will check if a specific file is a mounted per-level
custom asset, instead of being a variable that's true if ANY file is a
mounted asset.
2021-03-06 16:00:57 -05:00
Misa
b4dd516d7d Move assetdir off of Graphics
It's only used in FileSystemUtils and never anywhere else, especially
not Graphics. Why is this on Graphics again?

It's now a static variable inside FileSystemUtils. It has also been
renamed to assetDir for consistency with saveDir and levelDir. Also,
it's a C string now, and is no longer an STL string.
2021-03-06 16:00:57 -05:00
Misa
9e4076a418 Add FILESYSTEM_isMounted()
This returns if the file given is mounted or not. 2.3 added level zip
support, so whenever the game loads level metadata, it will mount any
zip files in the levels directory; this function can be used to check if
any of those files have been mounted, and ignore them if so.
2021-03-04 20:07:47 -05:00
Misa
838ffbe68f Add FILESYSTEM_isFile()
This function will be used to differentiate files from directories.

Or at least that was the hope. Symlink support was added in 2.3, but it
doesn't seem like PHYSFS_stat() lets you follow the symlink to check if
what it points to is itself a file or directory. And there doesn't seem
to be any function to follow the symlink yourself...

So for now, this function considers symlinks to directories to be files.
2021-03-04 20:07:47 -05:00
Misa
d938a18504 Abstract zip loading to FileSystemUtils
editor.cpp no longer calls PhysFS functions directly; its physfs.h
include can now be dropped.
2021-03-04 19:10:53 -05:00
Misa
7316833f95 Fix return value of PHYSFS_readBytes() being stored in a smaller size
PHYSFS_readBytes() returns a PHYSFS_sint64, but we forcefully shove it
into a 32-bit signed integer.

Fixing the type of this doesn't have any immediate consequences, but
it's good for the future in case we want to use the return value for
files bigger than 2 gigabytes; it doesn't harm us in any way, and it's
just better housekeeping.
2021-03-04 18:22:31 -05:00
Misa
5af570e75b Set length to 0 if PHYSFS_fileLength() is negative
PHYSFS_fileLength() returns -1 if the file size can't be determined. I'm
going to set it to 0 instead, because it seems like that's more
well-behaved with consumers.

Take lodepng_decode24() or lodepng_decode32(), for example - from a
quick glance at the source, it only takes in a size_t (an unsigned
integer) for the filesize, and one of the first things it does is malloc
with the given filesize. If the -1 turns into SIZE_MAX and LodePNG
attempts to allocate that many bytes... well, I don't know of any
systems that have 18 exabytes of memory. So that seems pretty bad.
2021-03-04 18:22:31 -05:00
Misa
888844cd3a Fix return value of PHYSFS_fileLength() being stored in a smaller size
The function returns a PHYSFS_sint64, but we forcefully shove it into a
PHYSFS_uint32. This means we throw away all the negative numbers, which
is bad because the function returns -1 if the size of the file can't be
determined; plus, we also throw away 32 bits of information, reducing
our range of supported file sizes from 9 exabytes to 4 gigabytes.

File size support is only as good as the weakeast link, and it looks
like one of the consumers of FILESYSTEM_loadFileToMemory(),
SDL_RWFromConstMem(), only takes in a signed 32-bit integer of size;
however, I would still like to do at least the bare minimum to support
as many file sizes as we can, and changing types around is one of those
bare minimums.
2021-03-04 18:22:31 -05:00
Misa
9997b28757 Add comment to magic numbers in FILESYSTEM_mountassets()
Now you know why there's a 7, a 14, and a 1 in the first SDL_strlcpy()
of the function.
2021-02-27 01:40:05 -05:00
Misa
57df734b1c Remove "data" checks from FILESYSTEM_mountassets()
After reasoning about it for a bit, there's no reason for these checks
to be here. `zip_normal` will either be
/home/infoteddy/.local/share/VVVVVV/levels if the asset directory is a
directory, or levels/levelname.zip if the asset directory is inside the
same zip as the level is. I don't see how they could ever be data.zip.

My guess is because of the VCE bug where it messed up its search path,
and before that bug was fixed, it had to be worked around here by
explicitly blacklisting data.zip here. When the assets mounting stuff
was ported from VCE to vanilla, vanilla didn't have the problem, and so
this data.zip blacklisting stuff was unnecessary.

Either way, I see no reason for this, so I'm going to remove it.
2021-02-27 01:40:05 -05:00
Misa
b2e748cad1 Refactor FILESYSTEM_mount[assets] to not use the STL
There is no need to use heap-allocated strings here, so I've refactored
them out. I've also cleaned up both of the functions a bit, because the
line spacing of the previous version was completely non-existent, brace
style was same-line instead of next-line, and the variable names were a
bit misleading (in FILESYSTEM_mountassets(), there is a `zippath` AND a
`zip_path`, which are two completely different variables).

Also, FILESYSTEM_mount() now prints an error message and bails if
PHYSFS_getRealDir() returns NULL, whereas it didn't do that before.
2021-02-27 01:40:05 -05:00
Misa
452ef3b511 Rename FILESYSTEM_directoryExists() to FILESYSTEM_exists()
The function is literally just an alias for PHYSFS_exists(), which does
not exclusively check for directories. Plus, the function is also used
to check if a non-directory file exists. Why is this function named
"directoryExists"?!
2021-02-27 01:40:05 -05:00
Misa
f372c22ce2 Don't export FILESYSTEM_directoryExists()
This function is never used outside of FileSystemUtils.cpp, so there's
no reason to export it.
2021-02-27 01:40:05 -05:00
Misa
c27bbaaecc Fix up log messages in FILESYSTEM_mountassets()
The info message when a .data.zip file is mounted is now differentiated
from the message when an actual directory is mounted (the .data.zip
message specifies ".data.zip").

The error message for an error occurring when loading or mounting a .zip
is now capitalized.

The "Custom asset directory does not exist" now uses puts(), because
there's no need to use printf() here.
2021-02-27 01:40:05 -05:00
Misa
5d4c1b7e9d Refactor endsWith() to not use the STL
There's not really any reason for this function to use heap-allocated
strings. So I've refactored it to not do that.

I would've used SDL_strrstr(), if it existed. It does not appear to
exist. But that's okay.
2021-02-27 01:40:05 -05:00
Misa
4a8c0a38ee Use SDL allocators for PhysFS
PhysFS by default just uses system malloc(), realloc(), and free(); it
provides a way to change them, with a struct named PHYSFS_Allocator and
a function named PHYSFS_setAllocator().

According to PhysFS docs, this function should be called before
PHYSFS_init(), which is why this allocator stuff is handled in
FileSystemUtils.cpp.

Also, I've had to make two "bridge" functions, because PHYSFS_Allocator
wants pointers to functions taking in `PHYSFS_uint64`s, not `size_t`s.
2021-02-25 19:39:23 -05:00
Misa
6a3a1fe147
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 17:23:59 -05:00
Misa
0e313d0d75 Remove unneeded <algorithm> includes
One of these days, I need to get around to running Include What You Use
on this codebase. Until then, while I was working on #624, I noticed
these; I'm removing them now.
2021-02-20 00:12:11 -05:00
leo60228
c1950037c2
Use SDL_OpenURL in FILESYSTEM_openDirectory (#623)
The recently released SDL 2.0.14 adds a native function for opening URIs
from the host system, superseding the OS-specific implementations of
FILESYSTEM_openDirectory.
2021-02-19 21:16:19 -05:00
Misa
72b8afcf7d Print if PHYSFS_enumerate() has an error
If PHYSFS_enumerate() isn't successful, we now print that it wasn't
successful, and print the PhysFS error message. (We should get that
logging thing going sometime...)
2021-02-19 07:12:13 -05:00
Misa
83976016c7 Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.

Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:

1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().

2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
   chars on the heap. For each filename, it will:

   a. Allocate an array of chars for the filename.

   b. Reallocate the array of pointers to add the pointer to the above
      char array.

      (In this step, it also inserts the filename in alphabetically -
      without any further allocations, as far as I know - but this is a
      COMPLETELY unnecessary step, because we are going to sort the list
      of levels by ourselves via the metadata title in the end anyways.)

3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
   allocates an std::vector on the heap to shove the list into. Then,
   for each filename, it will:

   a. Allocate an std::string, initialized to "levels/".

   b. Append the filename to the std::string above. This will most
      likely require a re-allocation.

   c. Duplicate the std::string - which requires allocating more memory
      again - to put it into the std::vector.

      (Compared to the PhysFS list above, the std::vector does less
      reallocations; it however will still end up reallocating a certain
      amount of times in the end.)

4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.

5. Then to get the std::vector<std::string> back to the caller, we end
   up having to reallocate the std::vector again - reallocating every
   single std::string inside it, too - to give it back to the caller.

And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.

So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.

So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.

PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.

So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().

The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).

Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.

And with that, level list loading now uses less STL templated stuff and
much less heap allocations.

Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).

Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 07:12:13 -05:00
Misa
f22691c32a Remove hardcoded check for "data" in level dir listing
When Ethan added PhysFS to the game, he put in a hardcoded check (marked
with a FIXME) that explicitly removed all filenames that were "data"
returned by PHYSFS_enumerateFiles(). Apparently this was due to a weird
bug with the function putting in "data" strings in its output in PhysFS
2.0.3; however, the game now uses PhysFS 3.0.2, and I could not
reproduce this bug on my system. (I also tested, and this also
straight-up ignores legitimate level filenames that just happen to be
"data" (without the .vvvvvv extension).)

After talking with Ethan in Discord DMs, I asked if we could remove this
check, and he said that we could. So I'm doing it now.
2021-02-19 07:12:13 -05:00
Misa
b19daebeef Bail for all SDL_malloc() failures
Following Ethan's example of bailing (calling VVV_exit()) if
binaryBlob::unPackBinary() couldn't allocate memory, I've searched
through and found every SDL_malloc(), then made sure that if it returned
NULL, the caller would bail (because you can't do much when you're out
of memory).

There should probably be an error message printed when the process is
out of memory, but unPackBinary() doesn't print an error message for
being out of memory, so this can probably be added later. (Also we don't
really have a logging system, I'd like to have something like that added
in first before adding more messages.)

Also, this doesn't account for any allocators used by STL stuff, but
we're working on removing the STL, and allocation failure just results
in an abort anyway, so there's not really a problem there.
2021-02-15 23:07:35 -05:00
Misa
6077015fdc Guard PHYSFS_deinit() with PHYSFS_isInit()
A quick glance at PhysFS source code will show that PhysFS will bail if
PHYSFS_deinit() is called if it's not initialized.

"Bail" here just means setting an error code and returning early, so
it's not that bad. Still, it's the principle of the thing, and I just
want to ensure that FILESYSTEM_deinit() can be safely called no matter
if the filesystem hasn't initialized yet; having an error set by PhysFS
kind of taints the whole safety thing, even if it does nothing wrong,
no?

(although, speaking of which, we should be handling all errors by
PhysFS, but that's for later...)
2021-02-15 23:07:35 -05:00
Misa
769f99f590 Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.

Well, this patch replaces all the rest of them in one fell swoop.

SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().

Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().

SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.

Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.

Without further ado, here is the full list of functions that the
codebase now uses:

- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 14:02:31 -05:00
Misa
e9c62ea9a3 Clean up unnecessary exports and add static keywords
This patch cleans up unnecessary exports from header files (there were
only a few), as well as adds the static keyword to all symbols that
aren't exported and are specific to a file. This helps the linker out in
not doing any unnecessary work, speeding it up and avoiding silent
symbol conflicts (otherwise two symbols with the same name (and
type/signature in C++) would quietly resolve as okay by the linker).
2021-01-10 12:23:59 -05:00
Misa
4d5a0e2cb0 Fix other array decay too
Whoops.
2020-08-09 13:39:12 -04:00
Misa
688f759967 Fix array decay in PLATFORM_getOSDirectory()
Whoops.
2020-08-07 17:55:18 -04:00
Misa
609ceb782c Clean up strcat()s/strcpy()s, EXCEPT for migrateSaveData()
strcat()s and strcpy()s have been replaced with SDL_snprintf() where
possible, to clearly convey the intent of just building a string that
looks a certain way, instead of spanning it out over multiple lines.

Where there's not really a good way to avoid strcat()/strcpy() (e.g. in
PLATFORM_getOSDirectory()), they will at least be replaced with
SDL_strlcat() and SDL_strlcpy(), which are safer functions and are less
likely to have issues with null termination.

I decided not to bother with PLATFORM_migrateSaveData(), because it's
going to be axed in 2.4 anyways.
2020-08-07 10:36:39 -04:00
Misa
ce2eba1649 Fix inefficient baseDir non-empty check
There's no need to call a string function and have function call
overhead if you remember how C strings work: they have a null
terminator. So if the first char in a string is a null terminator, then
the string is completely empty. So you don't need to call that function.
2020-08-07 10:36:39 -04:00
Misa
7478b68dd7 Fix basedir trailing path separator check
The previous check by mwpenny had a few issues:

(a) It was completely overcomplicated for no good reason, and was
basically a Rube Goldberg machine. The original check was...

   (1) Creating an std::string of the last char of 'output'...
   (2) ...except instead of using the normal std::string constructor, it
       was using the one where you pass in a number and a char to create
       a string that's just that char repeated N times... except this
       was only used to create a 1-length string.
   (3) Converted that std::string to a C string.
   (4) Then passed it to strcmp(), despite the string at this point
       being only one byte and you could just compare the char values
       directly.

    The original check could've just been:
        output[SDL_strlen(output) - 1] == *pathSep

(b) Use of libc strcmp() and strlen() instead of SDL_strcmp() and
    SDL_strlen().

Now, actually, PHYSFS_getDirSeparator() happens to be a char array and
not a single char, so mwpenny was going in the right direction by using
strcmp() after all. Except it doesn't seem like he thought about the
fact that PHYSFS_getDirSeparator() could be multiple bytes instead of
one, and so he ended up making the first argument to strcmp() always be
a one-byte char array.

So there's issue (c), which is that it assumes the path separator is one
byte instead of multiple.

This commit fixes all of these issues with the trailing path separator
check.
2020-08-07 10:36:39 -04:00
Misa
52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00
Misa
b5ff65c84e Remove unnecessary includes from header files
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.

This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
2020-07-19 21:37:40 -04:00
Misa
d455e38715 Use angle brackets for including tinyxml2.h
Since TinyXML2 is a third-party dependency, we should use angle brackets
and treat it like one.
2020-07-19 21:37:40 -04:00
Misa
5eab43a655 Initialize saveDir and levelDir in FileSystemUtils.cpp
This is just in case these values happen to be used without being
initialized or anything. I vaguely recall someone reporting an issue
where they didn't have a "Documents" folder on Windows and their level
folder ended up being a garbage path, so it's good to do this.
2020-07-08 19:14:21 -04:00
Ethan Lee
c4853688b4 Separate mkdirs from path string generation 2020-07-02 15:57:40 -04:00
Ethan Lee
c3e4e8589d Check saves dir in addition to levels dir for migration 2020-07-02 14:58:04 -04:00
Ethan Lee
d057c6a348 PHYSFS_mkdir uses the mount location when a system is mounted 2020-07-02 14:56:59 -04:00
Misa
2d21bab4ea Only re-color one-ways if assets are not mounted
Some levels (like Unshackled) have decided to manually re-color the
one-way tiles on their own, and us overriding their re-color is not
something they would want. This does mean custom levels with custom
assets don't get to take advantage of the re-color, but it's the exact
same behavior as before, so it shouldn't really matter that much.

I would've liked to specifically detect if a custom tiles.png or
tiles2.png was in play, rather than simply disabling it if any asset was
mounted, but it seems that detecting if a specific file was mounted from
a specific zip isn't really PHYSFS's strong suit.
2020-06-30 18:06:14 -04:00
Ethan Lee
9804fbc383 Fix gamecontrollerdb.txt path 2020-06-23 19:08:08 -04:00
Misa
d45ff4c269 Abstract assets mounting to FileSystemUtils.cpp
The assets mounting code was put directly in editorclass::load(), but
now it's in a neat little function so it can be called from multiple
places without having to call editorclass::load().
2020-06-21 20:25:22 -04:00
Ethan Lee
8d652dc256 Like the thing I did but the opposite 2020-06-12 16:21:45 -04:00
Ethan Lee
f815b1ee62 Replace mkdir with PHYSFS_mkdir 2020-06-12 16:20:18 -04:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
b17e96df7d Add FILESYSTEM_loadTiXml2Document()
Same as FILESYSTEM_saveTiXml2Document(), except for loading. Read this
as "load TinyXML2 Document", not "load TinyXML to Document".
2020-06-12 15:08:29 -04:00
Misa
45ad048756 Add FILESYSTEM_saveTiXml2Document()
This will eventually replace FILESYSTEM_saveTiXmlDocument(). Read it as
"save TinyXML2 Document", not "save TinyXML to Document".
2020-06-12 15:08:29 -04:00