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Allow alternate directory for built-in symbols (#1230)
* allow an alternate directory for built-in symbol tables -- needed because macOS apps are a bundle (tree of directories) and resources are packaged somewhere within, not necessarily in the same directory as the executable. * use tabs * add parentheses
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@ -61,6 +61,7 @@ AppMode_e g_nAppMode = MODE_LOGO;
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std::string g_sStartDir; // NB. AppleWin.exe maybe relative to this! (GH#663)
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std::string g_sProgramDir; // Directory of where AppleWin executable resides
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std::string g_sCurrentDir; // Also Starting Dir. Debugger uses this when load/save
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std::string g_sBuiltinSymbolsDir; // Alternate directory for built-in debug symbols
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bool g_bRestart = false;
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@ -38,6 +38,7 @@ extern AppMode_e g_nAppMode;
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extern std::string g_sStartDir;
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extern std::string g_sProgramDir;
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extern std::string g_sCurrentDir;
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extern std::string g_sBuiltinSymbolsDir;
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bool SetCurrentImageDir(const std::string& pszImageDir);
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@ -749,8 +749,15 @@ Update_t CmdSymbolsLoad (int nArgs)
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// Debugger will call us with 0 args on startup as a way to pre-load symbol tables
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if (! nArgs)
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{
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sFileName += g_sFileNameSymbols[ iSymbolTable ];
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sFileName = g_sProgramDir + g_sFileNameSymbols[ iSymbolTable ];
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nSymbols = ParseSymbolTable( sFileName, (SymbolTable_Index_e) iSymbolTable );
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// Try optional alternate location
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if ((nSymbols == 0) && !g_sBuiltinSymbolsDir.empty())
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{
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sFileName = g_sBuiltinSymbolsDir + g_sFileNameSymbols[ iSymbolTable ];
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nSymbols = ParseSymbolTable( sFileName, (SymbolTable_Index_e) iSymbolTable );
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}
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}
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int iArg = 1;
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