reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled. - also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour. * bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/" * parent -- use the bundle parent directory e.g. "/Applications/MyGame/" * resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
diff --git a/src/filesystem/cocoa/SDL_sysfilesystem.m b/src/filesystem/cocoa/SDL_sysfilesystem.m
index 298c1f7..c9b0ecc 100644
--- a/src/filesystem/cocoa/SDL_sysfilesystem.m
+++ b/src/filesystem/cocoa/SDL_sysfilesystem.m
@@ -37,8 +37,21 @@ char *
SDL_GetBasePath(void)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
- const char *base = [[[NSBundle mainBundle] bundlePath] UTF8String];
+ NSBundle *bundle = [NSBundle mainBundle];
+ const char* baseType = [[[bundle infoDictionary] objectForKey:@"SDL_FILESYSTEM_BASE_DIR_TYPE"] UTF8String];
+ const char *base = NULL;
char *retval = NULL;
+ if (baseType == NULL) {
+ baseType = "resource";
+ }
+ if (SDL_strcasecmp(baseType, "bundle")==0) {
+ base = [[bundle bundlePath] UTF8String];
+ } else if (SDL_strcasecmp(baseType, "parent")==0) {
+ base = [[[bundle bundlePath] stringByDeletingLastPathComponent] UTF8String];
+ } else {
+ /* this returns the exedir for non-bundled and the resourceDir for bundled apps */
+ base = [[bundle resourcePath] UTF8String];
+ }
if (base) {
const size_t len = SDL_strlen(base) + 2;
retval = (char *) SDL_malloc(len);