really install game files in share/netradiant
look for glsl stuff in share/netradiant/gl
and a bit more
endif ()
if (DOWNLOAD_GAMEPACKS)
endif ()
if (DOWNLOAD_GAMEPACKS)
+ if (FHS_INSTALL)
+ set(GAME_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}/share/netradiant")
+ else ()
+ set(GAME_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+ endif ()
- "execute_process(COMMAND \"${PROJECT_SOURCE_DIR}/gamepack-manager\" --license ${GAMEPACKS_LICENSE_LIST} --name ${GAMEPACKS_NAME_LIST} --download-dir \"${PROJECT_BINARY_DIR}/download\" --install-dir \"${CMAKE_INSTALL_PREFIX}\" --install)"
+ "execute_process(COMMAND \"${PROJECT_SOURCE_DIR}/gamepack-manager\" --license ${GAMEPACKS_LICENSE_LIST} --name ${GAMEPACKS_NAME_LIST} --download-dir \"${PROJECT_BINARY_DIR}/download\" --install-dir \"${GAME_INSTALL_PREFIX}\" --install)"
const char* ( *getLocalRcPath )( );
const char* ( *getGameToolsPath )( );
const char* ( *getAppPath )( );
const char* ( *getLocalRcPath )( );
const char* ( *getGameToolsPath )( );
const char* ( *getAppPath )( );
+ const char* ( *getDataPath )( );
const char* ( *getSettingsPath )( );
const char* ( *getMapsPath )( );
const char* ( *getSettingsPath )( );
const char* ( *getMapsPath )( );
m_radiantcore.getEnginePath = &EnginePath_get;
m_radiantcore.getLocalRcPath = &LocalRcPath_get;
m_radiantcore.getAppPath = &AppPath_get;
m_radiantcore.getEnginePath = &EnginePath_get;
m_radiantcore.getLocalRcPath = &LocalRcPath_get;
m_radiantcore.getAppPath = &AppPath_get;
+ m_radiantcore.getDataPath = &DataPath_get;
m_radiantcore.getGameToolsPath = &GameToolsPath_get;
m_radiantcore.getSettingsPath = &SettingsPath_get;
m_radiantcore.getMapsPath = &getMapsPath;
m_radiantcore.getGameToolsPath = &GameToolsPath_get;
m_radiantcore.getSettingsPath = &SettingsPath_get;
m_radiantcore.getMapsPath = &getMapsPath;
// editor builtin VFS
StringOutputStream editorGamePath( 256 );
// editor builtin VFS
StringOutputStream editorGamePath( 256 );
- editorGamePath << GlobalRadiant().getAppPath() << DEFAULT_EDITORVFS_DIRNAME;
+ editorGamePath << GlobalRadiant().getDataPath() << DEFAULT_EDITORVFS_DIRNAME;
GlobalFileSystem().initDirectory( editorGamePath.c_str() );
// if we have a mod dir
GlobalFileSystem().initDirectory( editorGamePath.c_str() );
// if we have a mod dir
// create shader
{
StringOutputStream filename( 256 );
// create shader
{
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glsl";
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glsl";
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
// create shader
{
StringOutputStream filename( 256 );
// create shader
{
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glsl";
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glsl";
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
}
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glp";
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glp";
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
glGenProgramsARB( 1, &m_vertex_program );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glp";
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
glGenProgramsARB( 1, &m_fragment_program );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
+ filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glp";
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
}
glGenProgramsNV( 1, &m_vertex_program );
glBindProgramNV( GL_VERTEX_PROGRAM_NV, m_vertex_program );
StringOutputStream filename( 256 );
glGenProgramsNV( 1, &m_vertex_program );
glBindProgramNV( GL_VERTEX_PROGRAM_NV, m_vertex_program );
StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.nv30";
createProgram( m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV );
glGenProgramsNV( 1, &m_fragment_program );
glBindProgramNV( GL_FRAGMENT_PROGRAM_NV, m_fragment_program );
filename.clear();
createProgram( m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV );
glGenProgramsNV( 1, &m_fragment_program );
glBindProgramNV( GL_FRAGMENT_PROGRAM_NV, m_fragment_program );
filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30";
+ filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.nv30";
createProgram( m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV );
}
createProgram( m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV );
}