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Apparently we'd never bothered opting in, despite nearly everything in all out apps being entirely compatible and designed with long paths in mind. GetModuleFileNameW is a bit awkward as it's just about the only Win32 function that returns the minimum of the buffer size and the string size - nearly everything else returns the full size even if it won't fit, so you can pass it a null pointer and a size of zero, and it'll tell you how much space you need to allocate. I pretty much just copied the mostly-working long-path-friendly call site in the crash catcher to windowspath.cpp, but I also noticed that if the function failed and returned zero, the original implementation would loop forever, so I fixed that. There was some code that could be ditched from the catch monitor as \\?\ is a prefix you can use to opt into long paths for a single API call instead of using the manifest to set it everywhere. |
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| .. | ||
| data | ||
| data-mw | ||
| lang | ||
| launcher | ||
| lua_api | ||
| mac | ||
| opencs | ||
| shaders | ||
| windows | ||
| wizard | ||
| CMakeLists.txt | ||
| gamecontrollerdb.txt | ||
| openmw-cs.cfg | ||
| openmw.appdata.xml | ||
| openmw.bmp | ||
| openmw.cfg | ||
| openmw.cfg.local | ||
| org.openmw.cs.desktop | ||
| org.openmw.launcher.desktop | ||
| settings-default.cfg | ||
| version.in | ||