6e78eec37f
`GDExtension::open_library` has a check in it to see if the library was loaded
from a temp file, and if it was to restore the original name as that is the one
we actually care about. This check is breaking extension reloading on Mac when
the library path is to a framework folder, as the file inside the framework
will not generally be the same name as the folder.
This check also shouldn't be necessary even on Windows, which is the only
platform that uses `generate_temp_files`, since disposal of the created temp
file is handled within `OS_Windows::open_dynamic_library`, and
`GDExtension::open_library` (which is the only function to call
`open_dynamic_library` with a `p_data` argument) only cares about the original
library file path and has to do extra work to remove the name of the temp file.
Instead, I have removed that check and set `OS_Windows::open_dynamic_library`
to return the name of the original file and not the name of the copy.
This fixes GDExtension reloading on macOS. I do not have a Windows machine
available to test that it still works properly on Windows, so someone should
check that before merging this.
(cherry picked from commit
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.. | ||
doc_classes | ||
export | ||
README.md | ||
SCsub | ||
console_wrapper_windows.cpp | ||
crash_handler_windows.h | ||
crash_handler_windows_seh.cpp | ||
crash_handler_windows_signal.cpp | ||
detect.py | ||
display_server_windows.cpp | ||
display_server_windows.h | ||
gl_manager_windows_angle.cpp | ||
gl_manager_windows_angle.h | ||
gl_manager_windows_native.cpp | ||
gl_manager_windows_native.h | ||
godot.ico | ||
godot.natvis | ||
godot_console.ico | ||
godot_res.rc | ||
godot_res_wrap.rc | ||
godot_windows.cpp | ||
joypad_windows.cpp | ||
joypad_windows.h | ||
key_mapping_windows.cpp | ||
key_mapping_windows.h | ||
lang_table.h | ||
msvs.py | ||
native_menu_windows.cpp | ||
native_menu_windows.h | ||
os_windows.cpp | ||
os_windows.h | ||
platform_config.h | ||
platform_gl.h | ||
platform_windows_builders.py | ||
rendering_context_driver_vulkan_windows.cpp | ||
rendering_context_driver_vulkan_windows.h | ||
tts_windows.cpp | ||
tts_windows.h | ||
wgl_detect_version.cpp | ||
wgl_detect_version.h | ||
windows_terminal_logger.cpp | ||
windows_terminal_logger.h | ||
windows_utils.cpp | ||
windows_utils.h |
README.md
Windows platform port
This folder contains the C++ code for the Windows platform port.
See also misc/dist/windows
folder for additional files
used by this platform.
Documentation
- Compiling for Windows
- Instructions on building this platform port from source.
- Exporting for Windows
- Instructions on using the compiled export templates to export a project.
- Changing application icon for Windows
- Instructions on using a custom icon for the exported project executable.