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authorbruvzg <7645683+bruvzg@users.noreply.github.com>2022-07-20 09:28:22 +0300
committerbruvzg <7645683+bruvzg@users.noreply.github.com>2022-07-21 09:37:52 +0300
commit8823eae328547991def3b13ee2919291d29a278b (patch)
tree7a9dbdf352b115531c05c43c306ff303d67602b5 /main/main.cpp
parent292c952e3be9904d8aaaff1d3f7c569b2ffb658b (diff)
Rename OSX to macOS and iPhoneOS to iOS.
Diffstat (limited to 'main/main.cpp')
-rw-r--r--main/main.cpp4
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);