Improve the ProjectSettings.globalize_path()
documentation
This closes https://github.com/godotengine/godot-docs/issues/4409.
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1 changed files with 16 additions and 2 deletions
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@ -96,7 +96,21 @@
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Converts a localized path ([code]res://[/code]) to a full native OS path.
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Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
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[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
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[codeblock]
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var path = ""
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if OS.has_feature("editor"):
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# Running from an editor binary.
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# `path` will contain the absolute path to `hello.txt` located in the project root.
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path = ProjectSettings.globalize_path("res://hello.txt")
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else:
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# Running from an exported project.
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# `path` will contain the absolute path to `hello.txt` next to the executable.
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# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
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# but is close enough in spirit.
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path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
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[/codeblock]
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</description>
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</method>
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<method name="has_setting" qualifiers="const">
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@ -129,7 +143,7 @@
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Convert a path to a localized path ([code]res://[/code] path).
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Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
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</description>
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</method>
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<method name="property_can_revert">
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