Use load() rather than preload() for terminal icon

Allows the plugin to load even if resources have not been imported yet.
For example, if someone has opened a project with the plugin for the
first time. Otherwise, the plugin will fail to load and be disable in
the `project.godot` file.
This commit is contained in:
Leroy Hopson 2022-08-27 10:31:25 +12:00
parent 10b9764fb3
commit cceffd4edf
No known key found for this signature in database
GPG key ID: D2747312A6DB51AA
2 changed files with 4 additions and 6 deletions

View file

@ -185,11 +185,7 @@ jobs:
path: addons/godot_xterm/native/bin
- name: Import assets
shell: bash
# The GodotXterm plugin will be disabled the first time we run the editor as resources that it depends
# (e.g. icons) will not have been imported yet so the plugin will fail to load. Without the plugin
# enabled resources imported by GodotXterm import plugins (e.g. .cast) will not be imported. Therefore,
# we need to re-enable the plugin by checking out project.godot and running the editor again.
run: godot --editor .github/import_assets.tscn && git checkout project.godot && godot --editor .github/import_assets.tscn
run: godot --editor .github/import_assets.tscn
- name: Export HTML5
run: godot --no-window --export HTML5
- name: NPM cache

View file

@ -18,7 +18,9 @@ func _enter_tree():
add_custom_type("Asciicast", "Animation", asciicast_script, null)
var terminal_script = preload("./terminal.gd")
var terminal_icon = preload("./nodes/terminal/terminal_icon.svg")
var terminal_icon = load(
"%s/nodes/terminal/terminal_icon.svg" % get_script().resource_path.get_base_dir()
)
add_custom_type("Terminal", "Control", terminal_script, terminal_icon)
if pty_supported: