Merge pull request #39045 from akien-mga/projectsettings-setup-docs
Improve documentation of ProjectSettings::setup
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commit
2709ddb163
1 changed files with 39 additions and 30 deletions
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@ -295,10 +295,16 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) {
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* using the following merit order:
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* - If using NetworkClient, try to lookup project file or fail.
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* - If --main-pack was passed by the user (`p_main_pack`), load it or fail.
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* - Search for .pck file matching binary name. There are two possibilities:
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* o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck')
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* o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck')
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* For each tentative, if the file exists, load it or fail.
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* - Search for project PCKs automatically. For each step we try loading a potential
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* PCK, and if it doesn't work, we proceed to the next step. If any step succeeds,
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* we try loading the project settings, and abort if it fails. Steps:
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* o Bundled PCK in the executable.
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* o [macOS only] PCK with same basename as the binary in the .app resource dir.
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* o PCK with same basename as the binary in the binary's directory. We handle both
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* changing the extension to '.pck' (e.g. 'win_game.exe' -> 'win_game.pck') and
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* appending '.pck' to the binary name (e.g. 'linux_game' -> 'linux_game.pck').
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* o PCK with the same basename as the binary in the current working directory.
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* Same as above for the two possible PCK file names.
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* - On relevant platforms (Android/iOS), lookup project file in OS resource path.
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* If found, load it or fail.
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* - Lookup project file in passed `p_path` (--path passed by the user), i.e. we
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@ -339,65 +345,68 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
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String exec_path = OS::get_singleton()->get_executable_path();
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if (exec_path != "") {
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// Attempt with exec_name.pck
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// We do several tests sequentially until one succeeds to find a PCK,
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// and if so we attempt loading it at the end.
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// Attempt with PCK bundled into executable.
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bool found = _load_resource_pack(exec_path);
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// Attempt with exec_name.pck.
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// (This is the usual case when distributing a Godot game.)
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String exec_dir = exec_path.get_base_dir();
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String exec_filename = exec_path.get_file();
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String exec_basename = exec_filename.get_basename();
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// Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
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// or the exec path's basename + '.pck' (Windows).
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// We need to test both possibilities as extensions for Linux binaries are optional
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// (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
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String exec_dir = exec_path.get_base_dir();
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String exec_filename = exec_path.get_file();
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String exec_basename = exec_filename.get_basename();
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// Attempt with PCK bundled into executable
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bool found = _load_resource_pack(exec_path);
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#ifdef OSX_ENABLED
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if (!found) {
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// Attempt to load PCK from macOS .app bundle resources
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// Attempt to load PCK from macOS .app bundle resources.
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found = _load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().plus_file(exec_basename + ".pck"));
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}
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#endif
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if (!found) {
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// Try to load data pack at the location of the executable
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// As mentioned above, we have two potential names to attempt
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// Try to load data pack at the location of the executable.
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// As mentioned above, we have two potential names to attempt.
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found = _load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) || _load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"));
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if (!found) {
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// If we couldn't find them next to the executable, we attempt
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// the current working directory. Same story, two tests.
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found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
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}
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}
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// If we opened our package, try and load our project
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if (!found) {
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// If we couldn't find them next to the executable, we attempt
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// the current working directory. Same story, two tests.
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found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
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}
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// If we opened our package, try and load our project.
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if (found) {
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Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
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if (err == OK) {
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// Load override from location of executable
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// Optional, we don't mind if it fails
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// Load override from location of the executable.
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// Optional, we don't mind if it fails.
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_load_settings_text(exec_path.get_base_dir().plus_file("override.cfg"));
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}
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return err;
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}
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}
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// Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
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// Try to use the filesystem for files, according to OS.
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// (Only Android -when reading from pck- and iOS use this.)
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if (OS::get_singleton()->get_resource_dir() != "") {
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// OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
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// If the OS would rather use a specific location, then it will not be empty.
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resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
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if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') {
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resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
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resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
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}
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Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
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if (err == OK) {
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// Optional, we don't mind if it fails
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// Optional, we don't mind if it fails.
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_load_settings_text("res://override.cfg");
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}
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return err;
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@ -418,7 +427,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
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while (true) {
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err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary"));
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if (err == OK) {
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// Optional, we don't mind if it fails
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// Optional, we don't mind if it fails.
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_load_settings_text(current_dir.plus_file("override.cfg"));
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candidate = current_dir;
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found = true;
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@ -438,7 +447,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
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}
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resource_path = candidate;
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resource_path = resource_path.replace("\\", "/"); // windows path to unix path just in case
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resource_path = resource_path.replace("\\", "/"); // Windows path to Unix path just in case.
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memdelete(d);
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if (!found) {
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@ -446,7 +455,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
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}
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if (resource_path.length() && resource_path[resource_path.length() - 1] == '/') {
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resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
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resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
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}
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return OK;
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