diff options
author | bruvzg <7645683+bruvzg@users.noreply.github.com> | 2022-07-20 09:28:22 +0300 |
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committer | bruvzg <7645683+bruvzg@users.noreply.github.com> | 2022-07-21 09:37:52 +0300 |
commit | 8823eae328547991def3b13ee2919291d29a278b (patch) | |
tree | 7a9dbdf352b115531c05c43c306ff303d67602b5 /main/main.cpp | |
parent | 292c952e3be9904d8aaaff1d3f7c569b2ffb658b (diff) |
Rename OSX to macOS and iPhoneOS to iOS.
Diffstat (limited to 'main/main.cpp')
-rw-r--r-- | main/main.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/main/main.cpp b/main/main.cpp index 8f4f348dba..12d1196cdf 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -685,7 +685,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph I = args.front(); while (I) { -#ifdef OSX_ENABLED +#ifdef MACOS_ENABLED // Ignore the process serial number argument passed by macOS Gatekeeper. // Otherwise, Godot would try to open a non-existent project on the first start and abort. if (I->get().begins_with("-psn_")) { @@ -2668,7 +2668,7 @@ bool Main::start() { ERR_FAIL_COND_V_MSG(!scene, false, "Failed loading scene: " + local_game_path); sml->add_current_scene(scene); -#ifdef OSX_ENABLED +#ifdef MACOS_ENABLED String mac_iconpath = GLOBAL_DEF("application/config/macos_native_icon", "Variant()"); if (!mac_iconpath.is_empty()) { DisplayServer::get_singleton()->set_native_icon(mac_iconpath); |