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Use .godot as file extension for project files.

Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
This commit is contained in:
Andreas Haas
2017-04-16 10:17:24 +02:00
parent e46af1e236
commit c06a2db63a
7 changed files with 148 additions and 45 deletions

View File

@@ -487,6 +487,22 @@ bool EditorFileSystem::_check_missing_imported_files(const String &p_path) {
return true;
}
static bool _find_project(const String &p_path) {
DirAccess *dir_access = DirAccess::create_for_path(p_path);
bool ret = false;
while (true) {
bool is_dir;
String file = dir_access->get_next(&is_dir);
if (file == "")
break;
if (file.ends_with(".godot")) {
ret = true;
}
}
memdelete(dir_access);
return ret;
}
void EditorFileSystem::_scan_new_dir(EditorFileSystemDirectory *p_dir, DirAccess *da, const ScanProgress &p_progress) {
List<String> dirs;
@@ -509,8 +525,9 @@ void EditorFileSystem::_scan_new_dir(EditorFileSystemDirectory *p_dir, DirAccess
if (f.begins_with(".")) //ignore hidden and . / ..
continue;
if (FileAccess::exists(cd.plus_file(f).plus_file("godot.cfg"))) // skip if another project inside this
if (_find_project(cd.plus_file(f))) {
continue;
}
dirs.push_back(f);
@@ -676,34 +693,35 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
while (true) {
bool isdir;
String f = da->get_next(&isdir);
if (f == "")
String file = da->get_next(&isdir);
if (file == "")
break;
if (isdir) {
if (f.begins_with(".")) //ignore hidden and . / ..
if (file.begins_with(".")) //ignore hidden and . / ..
continue;
int idx = p_dir->find_dir_index(f);
int idx = p_dir->find_dir_index(file);
if (idx == -1) {
if (FileAccess::exists(cd.plus_file(f).plus_file("godot.cfg"))) // skip if another project inside this
if (_find_project(cd.plus_file(file))) {
continue;
}
EditorFileSystemDirectory *efd = memnew(EditorFileSystemDirectory);
efd->parent = p_dir;
efd->name = f;
efd->name = file;
DirAccess *d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
d->change_dir(cd.plus_file(f));
d->change_dir(cd.plus_file(file));
_scan_new_dir(efd, d, p_progress.get_sub(1, 1));
memdelete(d);
ItemAction ia;
ia.action = ItemAction::ACTION_DIR_ADD;
ia.dir = p_dir;
ia.file = f;
ia.file = file;
ia.new_dir = efd;
scan_actions.push_back(ia);
} else {
@@ -711,16 +729,16 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
}
} else {
String ext = f.get_extension().to_lower();
String ext = file.get_extension().to_lower();
if (!valid_extensions.has(ext))
continue; //invalid
int idx = p_dir->find_file_index(f);
int idx = p_dir->find_file_index(file);
if (idx == -1) {
//never seen this file, add actition to add it
EditorFileSystemDirectory::FileInfo *fi = memnew(EditorFileSystemDirectory::FileInfo);
fi->file = f;
fi->file = file;
String path = cd.plus_file(fi->file);
fi->modified_time = FileAccess::get_modified_time(path);
@@ -731,7 +749,7 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
ItemAction ia;
ia.action = ItemAction::ACTION_FILE_ADD;
ia.dir = p_dir;
ia.file = f;
ia.file = file;
ia.new_file = fi;
scan_actions.push_back(ia);
}
@@ -739,14 +757,14 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
if (import_extensions.has(ext)) {
//if it can be imported, and it was added, it needs to be reimported
print_line("REIMPORT: file was not found before, reimport");
print_line("at dir: " + p_dir->get_path() + " file: " + f);
print_line("at dir: " + p_dir->get_path() + " file: " + file);
for (int i = 0; i < p_dir->files.size(); i++) {
print_line(itos(i) + ": " + p_dir->files[i]->file);
}
ItemAction ia;
ia.action = ItemAction::ACTION_FILE_REIMPORT;
ia.dir = p_dir;
ia.file = f;
ia.file = file;
scan_actions.push_back(ia);
}