Improve the ProjectSettings.globalize_path() documentation

This closes https://github.com/godotengine/godot-docs/issues/4409.
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Hugo Locurcio 2020-11-27 17:04:27 +01:00
parent d395f70828
commit f415db5b75
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@ -96,7 +96,21 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Converts a localized path ([code]res://[/code]) to a full native OS path.
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].
[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:
[codeblock]
var path = ""
if OS.has_feature("editor"):
# Running from an editor binary.
# `path` will contain the absolute path to `hello.txt` located in the project root.
path = ProjectSettings.globalize_path("res://hello.txt")
else:
# Running from an exported project.
# `path` will contain the absolute path to `hello.txt` next to the executable.
# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
# but is close enough in spirit.
path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
[/codeblock]
</description>
</method>
<method name="has_setting" qualifiers="const">
@ -129,7 +143,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Convert a path to a localized path ([code]res://[/code] path).
Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
</description>
</method>
<method name="property_can_revert">