Merge pull request #33149 from Calinou/cli-scene-path-parsing-stricter
Be stricter on what's considered a scene path in CLI argument parsing
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commit
25c024acfd
1 changed files with 15 additions and 4 deletions
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@ -1402,6 +1402,7 @@ bool Main::start() {
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bool hasicon = false;
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String doc_tool;
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List<String> removal_docs;
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String positional_arg;
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String game_path;
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String script;
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String test;
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@ -1429,8 +1430,18 @@ bool Main::start() {
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} else if (args[i] == "-p" || args[i] == "--project-manager") {
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project_manager = true;
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#endif
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} else if (args[i].length() && args[i][0] != '-' && game_path == "") {
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game_path = args[i];
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} else if (args[i].length() && args[i][0] != '-' && positional_arg == "") {
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positional_arg = args[i];
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if (args[i].ends_with(".scn") || args[i].ends_with(".tscn") || args[i].ends_with(".escn")) {
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// Only consider the positional argument to be a scene path if it ends with
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// a file extension associated with Godot scenes. This makes it possible
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// for projects to parse command-line arguments for custom CLI arguments
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// or other file extensions without trouble. This can be used to implement
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// "drag-and-drop onto executable" logic, which can prove helpful
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// for non-game applications.
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game_path = args[i];
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}
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}
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//parameters that have an argument to the right
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else if (i < (args.size() - 1)) {
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@ -1525,7 +1536,7 @@ bool Main::start() {
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}
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if (_export_preset != "") {
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if (game_path == "") {
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if (positional_arg == "") {
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String err = "Command line includes export parameter option, but no destination path was given.\n";
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err += "Please specify the binary's file path to export to. Aborting export.";
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ERR_PRINT(err);
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@ -1716,7 +1727,7 @@ bool Main::start() {
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sml->get_root()->add_child(editor_node);
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if (_export_preset != "") {
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editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only);
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editor_node->export_preset(_export_preset, positional_arg, export_debug, export_pack_only);
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game_path = ""; // Do not load anything.
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}
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}
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