[macOS] Allow using user provided .icns files for exported app icons.

This commit is contained in:
bruvzg 2019-05-17 08:49:21 +03:00
parent 053808e194
commit 22ee26849e
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@ -121,7 +121,7 @@ void EditorExportPlatformOSX::get_export_options(List<ExportOption> *r_options)
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "*.png"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "*.png,*.icns"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier", PROPERTY_HINT_PLACEHOLDER_TEXT, "com.example.game"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0"));
@ -542,11 +542,21 @@ Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_p
iconpath = ProjectSettings::get_singleton()->get("application/config/icon");
if (iconpath != "") {
Ref<Image> icon;
icon.instance();
icon->load(iconpath);
if (!icon->empty()) {
_make_icon(icon, data);
if (iconpath.get_extension() == "icns") {
FileAccess *icon = FileAccess::open(iconpath, FileAccess::READ);
if (icon) {
data.resize(icon->get_len());
icon->get_buffer(&data.write[0], icon->get_len());
icon->close();
memdelete(icon);
}
} else {
Ref<Image> icon;
icon.instance();
icon->load(iconpath);
if (!icon->empty()) {
_make_icon(icon, data);
}
}
}
//bleh?