Main: Use ImageLoader directly instead of Image::load
Image::load is now issuing warnings (since ef50957
) to prevent users
from using it to load images at runtime which would be included in
their exported game.
So we now use ImageLoader explicitly instead for the custom-handled
cases in Main.
Fixes #21072, supersedes #22321.
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parent
d3f01a2281
commit
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1 changed files with 3 additions and 3 deletions
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@ -34,6 +34,7 @@
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#include "core/io/file_access_network.h"
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#include "core/io/file_access_pack.h"
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#include "core/io/file_access_zip.h"
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#include "core/io/image_loader.h"
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#include "core/io/ip.h"
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#include "core/io/resource_loader.h"
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#include "core/io/stream_peer_ssl.h"
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@ -1124,9 +1125,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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boot_logo_path = boot_logo_path.strip_edges();
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if (boot_logo_path != String()) {
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print_line("Boot splash path: " + boot_logo_path);
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boot_logo.instance();
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Error err = boot_logo->load(boot_logo_path);
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Error err = ImageLoader::load_image(boot_logo_path, boot_logo);
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if (err)
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ERR_PRINTS("Non-existing or invalid boot splash at: " + boot_logo_path + ". Loading default splash.");
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}
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@ -1707,7 +1707,7 @@ bool Main::start() {
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if (iconpath != "") {
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Ref<Image> icon;
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icon.instance();
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if (icon->load(iconpath) == OK) {
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if (ImageLoader::load_image(iconpath, icon) == OK) {
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OS::get_singleton()->set_icon(icon);
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hasicon = true;
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}
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