Account for file deletion and renaming in Export Presets

Ensure that presets are updated with the latest files when
starting up or opening the Project Export dialog. Fixes the
error where Godot would attempt to export deleted files that
were previously selected.

(cherry picked from commit 44094b082d)
This commit is contained in:
Maganty Rushyendra 2020-06-10 17:41:42 +08:00 committed by Rémi Verschelde
parent c87128fa06
commit 0efa59bfdc
3 changed files with 21 additions and 1 deletions

View file

@ -96,6 +96,19 @@ Ref<EditorExportPlatform> EditorExportPreset::get_platform() const {
return platform;
}
void EditorExportPreset::update_files_to_export() {
Vector<String> to_remove;
for (Set<String>::Element *E = selected_files.front(); E; E = E->next()) {
if (!FileAccess::exists(E->get())) {
to_remove.push_back(E->get());
}
}
for (int i = 0; i < to_remove.size(); ++i) {
selected_files.erase(to_remove[i]);
}
EditorExport::singleton->save_presets();
}
Vector<String> EditorExportPreset::get_files_to_export() const {
Vector<String> files;
@ -1382,7 +1395,11 @@ void EditorExport::load_config() {
Vector<String> files = config->get_value(section, "export_files");
for (int i = 0; i < files.size(); i++) {
preset->add_export_file(files[i]);
if (!FileAccess::exists(files[i])) {
preset->remove_export_file(files[i]);
} else {
preset->add_export_file(files[i]);
}
}
}

View file

@ -95,6 +95,8 @@ public:
bool has(const StringName &p_property) const { return values.has(p_property); }
void update_files_to_export();
Vector<String> get_files_to_export() const;
void add_export_file(const String &p_path);

View file

@ -161,6 +161,7 @@ void ProjectExportDialog::_update_presets() {
String name = preset->get_name();
if (preset->is_runnable())
name += " (" + TTR("Runnable") + ")";
preset->update_files_to_export();
presets->add_item(name, preset->get_platform()->get_logo());
}