Removed get_resource_dir from osx platform

This commit is contained in:
BastiaanOlij 2017-09-24 19:37:22 +10:00
parent 55a36b7101
commit 9d04f89beb
2 changed files with 0 additions and 24 deletions

View file

@ -184,7 +184,6 @@ public:
virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen = 0) const;
virtual String get_executable_path() const;
virtual String get_resource_dir() const;
virtual LatinKeyboardVariant get_latin_keyboard_variant() const;

View file

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