diff --git a/platform/osx/os_osx.h b/platform/osx/os_osx.h index c6a9aeba8816..6c81da04f58c 100644 --- a/platform/osx/os_osx.h +++ b/platform/osx/os_osx.h @@ -184,7 +184,6 @@ public: virtual void get_fullscreen_mode_list(List *p_list, int p_screen = 0) const; virtual String get_executable_path() const; - virtual String get_resource_dir() const; virtual LatinKeyboardVariant get_latin_keyboard_variant() const; diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm index 2e300c963de0..9a26adc1554f 100644 --- a/platform/osx/os_osx.mm +++ b/platform/osx/os_osx.mm @@ -1733,29 +1733,6 @@ String OS_OSX::get_executable_path() const { } } -String OS_OSX::get_resource_dir() const { - /* - Bastiaan Olij - I'm leaving this code commented out but in place so we can have a further discussion about this later on. - For loading the package file from the resource folder it makes more sense to make this call work in ProjectSettings::setup - instead of relying on changing the current working folder as is the case right now (see godot_main_osx.mm). - The problem is that when this function returns a value we try and load a project.godot file from this resources folder and - stop attempting to load anything else if that fails. That breaks our tools build. - One possible solution is to only apply this logic in a non-tools build with an ifdef block. - - For now however, just returning this to working condition. - - // start with our executable path - String path = get_executable_path(); - - int pos = path.find_last("/Contents/MacOS/"); - if (pos < 0) - return OS::get_resource_dir(); - - return path.substr(0, pos) + "/Contents/Resources/"; -*/ - return OS::get_resource_dir(); -} - // Returns string representation of keys, if they are printable. // static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {