diff options
| -rw-r--r-- | editor/editor_node.cpp | 8 | ||||
| -rw-r--r-- | editor/editor_node.h | 3 | ||||
| -rw-r--r-- | main/main.cpp | 29 | 
3 files changed, 21 insertions, 19 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index d7bc959729..0be0ea90a3 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -585,10 +585,7 @@ void EditorNode::_fs_changed() {  				export_error = vformat("Export preset '%s' doesn't have a matching platform.", preset_name);  			} else {  				Error err = OK; -				// FIXME: This way to export only resources .pck or .zip is pretty hacky -				// and undocumented, and might be problematic for platforms where .zip is -				// a valid project export format (e.g. macOS). -				if (export_defer.path.ends_with(".pck") || export_defer.path.ends_with(".zip")) { +				if (export_defer.pack_only) { // Only export .pck or .zip data pack.  					if (export_defer.path.ends_with(".zip")) {  						err = platform->export_zip(preset, export_defer.debug, export_defer.path);  					} else if (export_defer.path.ends_with(".pck")) { @@ -3942,11 +3939,12 @@ void EditorNode::_editor_file_dialog_unregister(EditorFileDialog *p_dialog) {  Vector<EditorNodeInitCallback> EditorNode::_init_callbacks; -Error EditorNode::export_preset(const String &p_preset, const String &p_path, bool p_debug) { +Error EditorNode::export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only) {  	export_defer.preset = p_preset;  	export_defer.path = p_path;  	export_defer.debug = p_debug; +	export_defer.pack_only = p_pack_only;  	disable_progress_dialog = true;  	return OK;  } diff --git a/editor/editor_node.h b/editor/editor_node.h index 469ba76872..7f53f77c76 100644 --- a/editor/editor_node.h +++ b/editor/editor_node.h @@ -558,6 +558,7 @@ private:  		String preset;  		String path;  		bool debug; +		bool pack_only;  	} export_defer;  	bool disable_progress_dialog; @@ -779,7 +780,7 @@ public:  	void _copy_warning(const String &p_str); -	Error export_preset(const String &p_preset, const String &p_path, bool p_debug); +	Error export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only);  	static void register_editor_types();  	static void unregister_editor_types(); diff --git a/main/main.cpp b/main/main.cpp index 308c53de13..c29a5a0aa6 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -287,9 +287,9 @@ void Main::print_help(const char *p_binary) {  	OS::get_singleton()->print("  --check-only                     Only parse for errors and quit (use with --script).\n");  #ifdef TOOLS_ENABLED  	OS::get_singleton()->print("  --export <preset> <path>         Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n"); -	OS::get_singleton()->print("                                   <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n"); -	OS::get_singleton()->print("                                   The target directory should exist. Only the data pack is exported if <path> ends with .pck or .zip.\n"); +	OS::get_singleton()->print("                                   <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");  	OS::get_singleton()->print("  --export-debug <preset> <path>   Same as --export, but using the debug template.\n"); +	OS::get_singleton()->print("  --export-pack <preset> <path>    Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");  	OS::get_singleton()->print("  --doctool <path>                 Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n");  	OS::get_singleton()->print("  --no-docbase                     Disallow dumping the base types (used with --doctool).\n");  	OS::get_singleton()->print("  --build-solutions                Build the scripting solutions (e.g. for C# projects).\n"); @@ -675,7 +675,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph  			// We still pass it to the main arguments since the argument handling itself is not done in this function  			main_args.push_back(I->get());  #endif -		} else if (I->get() == "--export" || I->get() == "--export-debug") { // Export project +		} else if (I->get() == "--export" || I->get() == "--export-debug" || I->get() == "--export-pack") { // Export project  			editor = true;  			main_args.push_back(I->get()); @@ -1395,15 +1395,17 @@ bool Main::start() {  	bool hasicon = false;  	String doc_tool;  	List<String> removal_docs; -#ifdef TOOLS_ENABLED -	bool doc_base = true; -#endif  	String game_path;  	String script;  	String test; +	bool check_only = false; + +#ifdef TOOLS_ENABLED +	bool doc_base = true;  	String _export_preset;  	bool export_debug = false; -	bool check_only = false; +	bool export_pack_only = false; +#endif  	main_timer_sync.init(OS::get_singleton()->get_ticks_usec()); @@ -1442,6 +1444,10 @@ bool Main::start() {  				editor = true; //needs editor  				_export_preset = args[i + 1];  				export_debug = true; +			} else if (args[i] == "--export-pack") { +				editor = true; +				_export_preset = args[i + 1]; +				export_pack_only = true;  #endif  			} else {  				// The parameter does not match anything known, don't skip the next argument @@ -1511,18 +1517,15 @@ bool Main::start() {  		return false;  	} -#endif -  	if (_export_preset != "") {  		if (game_path == "") { -			String err = "Command line parameter "; -			err += export_debug ? "--export-debug" : "--export"; -			err += " passed but no destination path given.\n"; +			String err = "Command line includes export parameter option, but no destination path was given.\n";  			err += "Please specify the binary's file path to export to. Aborting export.";  			ERR_PRINT(err);  			return false;  		}  	} +#endif  	if (script == "" && game_path == "" && String(GLOBAL_DEF("application/run/main_scene", "")) != "") {  		game_path = GLOBAL_DEF("application/run/main_scene", ""); @@ -1706,7 +1709,7 @@ bool Main::start() {  			sml->get_root()->add_child(editor_node);  			if (_export_preset != "") { -				editor_node->export_preset(_export_preset, game_path, export_debug); +				editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only);  				game_path = ""; // Do not load anything.  			}  		}  |