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Merge pull request #38607 from aaronfranke/imported-rename
Rename the ".import" folder to ".godot/imported"
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commit
38a4d6da98
@ -31,6 +31,7 @@
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#include "resource_importer.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/variant_parser.h"
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bool ResourceFormatImporter::SortImporterByName::operator()(const Ref<ResourceImporter> &p_a, const Ref<ResourceImporter> &p_b) const {
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@ -374,7 +375,7 @@ Ref<ResourceImporter> ResourceFormatImporter::get_importer_by_extension(const St
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}
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String ResourceFormatImporter::get_import_base_path(const String &p_for_file) const {
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return "res://.import/" + p_for_file.get_file() + "-" + p_for_file.md5_text();
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return ProjectSettings::IMPORTED_FILES_PATH.plus_file(p_for_file.get_file() + "-" + p_for_file.md5_text());
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}
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bool ResourceFormatImporter::are_import_settings_valid(const String &p_path) const {
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@ -53,6 +53,8 @@ String ProjectSettings::get_resource_path() const {
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return resource_path;
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}
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const String ProjectSettings::IMPORTED_FILES_PATH("res://.godot/imported");
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String ProjectSettings::localize_path(const String &p_path) const {
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if (resource_path == "") {
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return p_path; //not initialized yet
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@ -41,6 +41,7 @@ class ProjectSettings : public Object {
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public:
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typedef Map<String, Variant> CustomMap;
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static const String IMPORTED_FILES_PATH;
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enum {
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//properties that are not for built in values begin from this value, so builtin ones are displayed first
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory.
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Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
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[codeblock]
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tool
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@ -136,7 +136,7 @@
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<return type="String">
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</return>
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<description>
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Gets the extension used to save this resource in the [code].import[/code] directory.
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory.
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</description>
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</method>
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<method name="get_visible_name" qualifiers="virtual">
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@ -559,7 +559,7 @@ void EditorFileDialog::_item_list_item_rmb_selected(int p_item, const Vector2 &p
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continue;
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}
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Dictionary item_meta = item_list->get_item_metadata(i);
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if (item_meta["path"] == "res://.import") {
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if (String(item_meta["path"]).begins_with("res://.godot")) {
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allow_delete = false;
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break;
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}
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@ -1865,13 +1865,14 @@ void EditorFileSystem::_find_group_files(EditorFileSystemDirectory *efd, Map<Str
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}
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void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
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{ //check that .import folder exists
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{
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// Ensure that ProjectSettings::IMPORTED_FILES_PATH exists.
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DirAccess *da = DirAccess::open("res://");
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if (da->change_dir(".import") != OK) {
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Error err = da->make_dir(".import");
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if (err) {
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if (da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
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Error err = da->make_dir_recursive(ProjectSettings::IMPORTED_FILES_PATH);
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if (err || da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
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memdelete(da);
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ERR_FAIL_MSG("Failed to create 'res://.import' folder.");
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ERR_FAIL_MSG("Failed to create '" + ProjectSettings::IMPORTED_FILES_PATH + "' folder.");
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}
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}
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memdelete(da);
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@ -2055,8 +2056,8 @@ EditorFileSystem::EditorFileSystem() {
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scanning_changes_done = false;
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DirAccess *da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (da->change_dir("res://.import") != OK) {
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da->make_dir("res://.import");
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if (da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
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da->make_dir(ProjectSettings::IMPORTED_FILES_PATH);
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}
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// This should probably also work on Unix and use the string it returns for FAT32 or exFAT
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using_fat32_or_exfat = (da->get_filesystem_type() == "FAT32" || da->get_filesystem_type() == "exFAT");
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@ -2093,7 +2093,8 @@ void ProjectManager::_run_project_confirm() {
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const String &selected = selected_list[i].project_key;
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String path = EditorSettings::get_singleton()->get("projects/" + selected);
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if (!DirAccess::exists(path + "/.import")) {
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// `.right(6)` on `IMPORTED_FILES_PATH` strips away the leading "res://".
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if (!DirAccess::exists(path.plus_file(ProjectSettings::IMPORTED_FILES_PATH.right(6)))) {
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run_error_diag->set_text(TTR("Can't run project: Assets need to be imported.\nPlease edit the project to trigger the initial import."));
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run_error_diag->popup_centered();
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return;
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