Merge pull request #197 from sapient-cogbag/xdg-standard

XDG basedir standard on X11 Godot platforms
This commit is contained in:
Manolis Papadeas 2020-04-13 01:23:55 +03:00 committed by GitHub
commit 0046856b0f
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32 changed files with 465 additions and 42 deletions

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@ -7,6 +7,9 @@ enum Brush_Types {PIXEL, CIRCLE, FILLED_CIRCLE, FILE, RANDOM_FILE, CUSTOM}
var root_directory := "."
var window_title := "" setget title_changed # Why doesn't Godot have get_window_title()?
var config_cache := ConfigFile.new()
var XDGDataPaths = preload("res://Scripts/XDGDataPaths.gd")
var directory_module : Node
# warning-ignore:unused_class_variable
var loaded_locales : Array
var undo_redo : UndoRedo
@ -263,12 +266,16 @@ func _ready() -> void:
root_directory = OS.get_executable_path().get_base_dir()
# Load settings from the config file
config_cache.load("user://cache.ini")
# The fact that root_dir is set earlier than this is important
# XDGDataDirs depends on it nyaa
directory_module = XDGDataPaths.new()
undo_redo = UndoRedo.new()
transparent_background = ImageTexture.new()
transparent_background.create_from_image(preload("res://Assets/Graphics/Canvas Backgrounds/Transparent Background Dark.png"), 0)
image_clipboard = Image.new()
var root = get_tree().get_root()
control = find_node_by_name(root, "Control")
top_menu_container = find_node_by_name(control, "TopMenuContainer")