Merge pull request #11537 from BastiaanOlij/osx_remove_get_resource_dir
Removed get_resource_dir from osx platform [ci skip]
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9a70ecfb90
2 changed files with 0 additions and 24 deletions
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@ -184,7 +184,6 @@ public:
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen = 0) const;
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen = 0) const;
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virtual String get_executable_path() const;
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virtual String get_executable_path() const;
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virtual String get_resource_dir() const;
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virtual LatinKeyboardVariant get_latin_keyboard_variant() const;
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virtual LatinKeyboardVariant get_latin_keyboard_variant() const;
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@ -1733,29 +1733,6 @@ String OS_OSX::get_executable_path() const {
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}
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}
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}
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}
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String OS_OSX::get_resource_dir() const {
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/*
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Bastiaan Olij - I'm leaving this code commented out but in place so we can have a further discussion about this later on.
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For loading the package file from the resource folder it makes more sense to make this call work in ProjectSettings::setup
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instead of relying on changing the current working folder as is the case right now (see godot_main_osx.mm).
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The problem is that when this function returns a value we try and load a project.godot file from this resources folder and
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stop attempting to load anything else if that fails. That breaks our tools build.
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One possible solution is to only apply this logic in a non-tools build with an ifdef block.
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For now however, just returning this to working condition.
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// start with our executable path
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String path = get_executable_path();
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int pos = path.find_last("/Contents/MacOS/");
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if (pos < 0)
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return OS::get_resource_dir();
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return path.substr(0, pos) + "/Contents/Resources/";
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*/
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return OS::get_resource_dir();
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}
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// Returns string representation of keys, if they are printable.
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// Returns string representation of keys, if they are printable.
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//
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//
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static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
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static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
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