Rename the ".import" folder to ".godot/imported"

This commit is contained in:
Aaron Franke 2020-07-05 20:55:43 -04:00
parent 64d3827b19
commit 5fbcd8f9df
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GPG Key ID: 40A1750B977E56BF
7 changed files with 18 additions and 12 deletions

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@ -31,6 +31,7 @@
#include "resource_importer.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/variant_parser.h"
bool ResourceFormatImporter::SortImporterByName::operator()(const Ref<ResourceImporter> &p_a, const Ref<ResourceImporter> &p_b) const {
@ -374,7 +375,7 @@ Ref<ResourceImporter> ResourceFormatImporter::get_importer_by_extension(const St
}
String ResourceFormatImporter::get_import_base_path(const String &p_for_file) const {
return "res://.import/" + p_for_file.get_file() + "-" + p_for_file.md5_text();
return ProjectSettings::IMPORTED_FILES_PATH.plus_file(p_for_file.get_file() + "-" + p_for_file.md5_text());
}
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 {
return resource_path;
}
const String ProjectSettings::IMPORTED_FILES_PATH("res://.godot/imported");
String ProjectSettings::localize_path(const String &p_path) const {
if (resource_path == "") {
return p_path; //not initialized yet

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@ -41,6 +41,7 @@ class ProjectSettings : public Object {
public:
typedef Map<String, Variant> CustomMap;
static const String IMPORTED_FILES_PATH;
enum {
//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 @@
</brief_description>
<description>
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].
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.
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.
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblock]
tool
@ -136,7 +136,7 @@
<return type="String">
</return>
<description>
Gets the extension used to save this resource in the [code].import[/code] directory.
Gets the extension used to save this resource in the [code].godot/imported[/code] directory.
</description>
</method>
<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
continue;
}
Dictionary item_meta = item_list->get_item_metadata(i);
if (item_meta["path"] == "res://.import") {
if (String(item_meta["path"]).begins_with("res://.godot")) {
allow_delete = false;
break;
}

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@ -1865,13 +1865,14 @@ void EditorFileSystem::_find_group_files(EditorFileSystemDirectory *efd, Map<Str
}
void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
{ //check that .import folder exists
{
// Ensure that ProjectSettings::IMPORTED_FILES_PATH exists.
DirAccess *da = DirAccess::open("res://");
if (da->change_dir(".import") != OK) {
Error err = da->make_dir(".import");
if (err) {
if (da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
Error err = da->make_dir_recursive(ProjectSettings::IMPORTED_FILES_PATH);
if (err || da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
memdelete(da);
ERR_FAIL_MSG("Failed to create 'res://.import' folder.");
ERR_FAIL_MSG("Failed to create '" + ProjectSettings::IMPORTED_FILES_PATH + "' folder.");
}
}
memdelete(da);
@ -2055,8 +2056,8 @@ EditorFileSystem::EditorFileSystem() {
scanning_changes_done = false;
DirAccess *da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (da->change_dir("res://.import") != OK) {
da->make_dir("res://.import");
if (da->change_dir(ProjectSettings::IMPORTED_FILES_PATH) != OK) {
da->make_dir(ProjectSettings::IMPORTED_FILES_PATH);
}
// This should probably also work on Unix and use the string it returns for FAT32 or exFAT
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() {
const String &selected = selected_list[i].project_key;
String path = EditorSettings::get_singleton()->get("projects/" + selected);
if (!DirAccess::exists(path + "/.import")) {
// `.right(6)` on `IMPORTED_FILES_PATH` strips away the leading "res://".
if (!DirAccess::exists(path.plus_file(ProjectSettings::IMPORTED_FILES_PATH.right(6)))) {
run_error_diag->set_text(TTR("Can't run project: Assets need to be imported.\nPlease edit the project to trigger the initial import."));
run_error_diag->popup_centered();
return;