Added automatic clear output on Play in Godot Settings
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f46e340ab5
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@ -107,7 +107,11 @@ void EditorLog::_close_request() {
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void EditorLog::_clear_request() {
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log->clear();
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}
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void EditorLog::clear() {
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_clear_request();
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}
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@ -175,10 +179,11 @@ void EditorLog::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_close_request"),&EditorLog::_close_request );
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ObjectTypeDB::bind_method(_MD("_flip_request"),&EditorLog::_flip_request );
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ObjectTypeDB::bind_method(_MD("_clear_request"),&EditorLog::_clear_request );
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//ObjectTypeDB::bind_method(_MD("_dragged"),&EditorLog::_dragged );
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ADD_SIGNAL( MethodInfo("close_request"));
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ADD_SIGNAL( MethodInfo("show_request"));
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ADD_SIGNAL( MethodInfo("clear_request"));
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ADD_SIGNAL( MethodInfo("clear_request"));
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}
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EditorLog::EditorLog() {
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@ -206,7 +211,7 @@ EditorLog::EditorLog() {
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//hb->add_child(pd);
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//pd->connect("dragged",this,"_dragged");
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//pd->set_default_cursor_shape(Control::CURSOR_MOVE);
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clearbutton = memnew( Button );
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hb->add_child(clearbutton);
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clearbutton->set_text("Clear");
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@ -255,8 +260,8 @@ void EditorLog::deinit() {
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}
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EditorLog::~EditorLog() {
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}
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@ -33,6 +33,7 @@
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#include "scene/gui/label.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/texture_button.h"
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#include "scene/gui/check_button.h"
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//#include "scene/gui/empty_control.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/panel_container.h"
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@ -59,11 +60,11 @@ class EditorLog : public PanelContainer {
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Thread::ID current;
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// void _dragged(const Point2& p_ofs);
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void _close_request();
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void _flip_request();
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void _clear_request();
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void _clearonplay_request();
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static void _undo_redo_cbk(void *p_self,const String& p_name);
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protected:
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@ -75,6 +76,7 @@ public:
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void deinit();
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ToolButton *get_button();
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void clear();
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EditorLog();
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~EditorLog();
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};
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@ -1564,7 +1564,6 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
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Node *scene = editor_data.get_edited_scene_root();
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if (!scene) {
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current_option=-1;
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//accept->get_cancel()->hide();
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accept->get_ok()->set_text("I see..");
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@ -1645,6 +1644,11 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
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editor_data.save_editor_external_data();
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}
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if (bool(EDITOR_DEF("run/always_clear_output_on_play", true))) {
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print_line("Setting option was set to ON -> clearing");
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log->clear();
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}
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List<String> breakpoints;
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editor_data.get_editor_breakpoints(&breakpoints);
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