|
@@ -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.
|
|
// Returns string representation of keys, if they are printable.
|
|
//
|
|
//
|
|
static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
|
|
static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
|