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-rw-r--r--main/main.cpp19
1 files changed, 15 insertions, 4 deletions
diff --git a/main/main.cpp b/main/main.cpp
index 7ff283bab0..5cfab3dc4a 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1402,6 +1402,7 @@ bool Main::start() {
bool hasicon = false;
String doc_tool;
List<String> removal_docs;
+ String positional_arg;
String game_path;
String script;
String test;
@@ -1429,8 +1430,18 @@ bool Main::start() {
} else if (args[i] == "-p" || args[i] == "--project-manager") {
project_manager = true;
#endif
- } else if (args[i].length() && args[i][0] != '-' && game_path == "") {
- game_path = args[i];
+ } else if (args[i].length() && args[i][0] != '-' && positional_arg == "") {
+ positional_arg = args[i];
+
+ if (args[i].ends_with(".scn") || args[i].ends_with(".tscn") || args[i].ends_with(".escn")) {
+ // Only consider the positional argument to be a scene path if it ends with
+ // a file extension associated with Godot scenes. This makes it possible
+ // for projects to parse command-line arguments for custom CLI arguments
+ // or other file extensions without trouble. This can be used to implement
+ // "drag-and-drop onto executable" logic, which can prove helpful
+ // for non-game applications.
+ game_path = args[i];
+ }
}
//parameters that have an argument to the right
else if (i < (args.size() - 1)) {
@@ -1525,7 +1536,7 @@ bool Main::start() {
}
if (_export_preset != "") {
- if (game_path == "") {
+ if (positional_arg == "") {
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);
@@ -1716,7 +1727,7 @@ bool Main::start() {
sml->get_root()->add_child(editor_node);
if (_export_preset != "") {
- editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only);
+ editor_node->export_preset(_export_preset, positional_arg, export_debug, export_pack_only);
game_path = ""; // Do not load anything.
}
}