[macOS] Allow using user provided `.icns` files for exported app icons.
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@ -121,7 +121,7 @@ void EditorExportPlatformOSX::get_export_options(List<ExportOption> *r_options)
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine"));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "*.png"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "*.png,*.icns"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier", PROPERTY_HINT_PLACEHOLDER_TEXT, "com.example.game"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0"));
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@ -542,11 +542,21 @@ Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_p
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iconpath = ProjectSettings::get_singleton()->get("application/config/icon");
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if (iconpath != "") {
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Ref<Image> icon;
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icon.instance();
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icon->load(iconpath);
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if (!icon->empty()) {
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_make_icon(icon, data);
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if (iconpath.get_extension() == "icns") {
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FileAccess *icon = FileAccess::open(iconpath, FileAccess::READ);
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if (icon) {
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data.resize(icon->get_len());
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icon->get_buffer(&data.write[0], icon->get_len());
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icon->close();
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memdelete(icon);
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}
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} else {
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Ref<Image> icon;
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icon.instance();
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icon->load(iconpath);
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if (!icon->empty()) {
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_make_icon(icon, data);
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}
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}
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}
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//bleh?
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