Steven Truppe wrote:
> Hm, my point of interrest is to know what config files got loaded during 
> the csInitalizer/csApplicationFramework startup process (like plugin 
> configs, main app config, etc).
>
> I want to completely remove the dependencies from the main CS dir, so 
> all what's needed should be in my app dir (and CS should not search in 
> the CS main dir!!).

Hmm, interesting. If you're not wanting to list the domains as part of 
your game code, but just as a one-off to see what's being loaded, then 
you could just put a temporary hack into the code of CS itself to 
generate a list after all plugins have been initialized. There is 
something called csConfigManagerIterator to iterate over domains but 
it's not part of the public API, it's in libs/csutil/cfgmgr.cpp. Or just 
printf's in the two overloaded AddDomain methods. But I don't know if 
different config files might be loaded on different platforms :/

If you search all plugin code for "AddConfig" (a method in 
csConfigAccess, a convenience class that plugins use to add config 
domains) that might give you a more authoritative answer.

Application config is different though; no app config is loaded unless 
instructed by application code, so I should hope you already know which 
config files your app explicitly loads, if any. I believe you can pass a 
filename to csApplicationFramework::SetupConfigManager, as well as 
directly through the iConfigManager interface.

BTW, I meant to say that the 'name' parameter in CreateEvent(name) is a 
csEventID, the type of event to create, obtained from the 
iEventNameRegistry and referring to strings like 
"crystalspace.input.keyboard" or "mygame.stuff.blah". I believe you're 
already aware there are convenience macros to get csEventIDs for the 
standard CS event types. You'd have probably figured that out anyway, 
but meh.

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