Allow to change the Stop shortcut used at runtime
(cherry picked from commit 409613ba7b
)
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parent
9ca40f0e0a
commit
737bfa57d3
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@ -235,6 +235,11 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L
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}
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}
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}
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}
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// Pass the debugger stop shortcut to the running instance(s).
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String shortcut;
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VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
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OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
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printf("Running: %ls", exec.c_str());
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printf("Running: %ls", exec.c_str());
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for (List<String>::Element *E = args.front(); E; E = E->next()) {
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for (List<String>::Element *E = args.front(); E; E = E->next()) {
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printf(" %ls", E->get().c_str());
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printf(" %ls", E->get().c_str());
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@ -38,10 +38,12 @@
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#include "core/os/os.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "core/print_string.h"
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#include "core/project_settings.h"
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#include "core/project_settings.h"
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#include "core/variant_parser.h"
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#include "main/input_default.h"
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#include "main/input_default.h"
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#include "node.h"
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#include "node.h"
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#include "scene/animation/scene_tree_tween.h"
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#include "scene/animation/scene_tree_tween.h"
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#include "scene/debugger/script_debugger_remote.h"
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#include "scene/debugger/script_debugger_remote.h"
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#include "scene/gui/shortcut.h"
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#include "scene/resources/dynamic_font.h"
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#include "scene/resources/dynamic_font.h"
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#include "scene/resources/material.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/mesh.h"
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@ -463,9 +465,35 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
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if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
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if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
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//quit from game window using F8
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// Quit from game window using the stop shortcut (F8 by default).
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// The custom shortcut is provided via environment variable when running from the editor.
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if (debugger_stop_shortcut.is_null()) {
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String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
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if (!shortcut_str.empty()) {
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Variant shortcut_var;
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VariantParser::StreamString ss;
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ss.s = shortcut_str;
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String errs;
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int line;
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VariantParser::parse(&ss, shortcut_var, errs, line);
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debugger_stop_shortcut = shortcut_var;
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}
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if (debugger_stop_shortcut.is_null()) {
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// Define a default shortcut if it wasn't provided or is invalid.
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Ref<InputEventKey> ie;
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ie.instance();
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ie->set_scancode(KEY_F8);
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ie->set_unicode(KEY_F8);
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debugger_stop_shortcut.instance();
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debugger_stop_shortcut->set_shortcut(ie);
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}
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}
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Ref<InputEventKey> k = ev;
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Ref<InputEventKey> k = ev;
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if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) {
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if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) {
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ScriptDebugger::get_singleton()->request_quit();
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ScriptDebugger::get_singleton()->request_quit();
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}
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}
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}
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}
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@ -42,6 +42,7 @@
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class PackedScene;
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class PackedScene;
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class Node;
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class Node;
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class SceneTreeTween;
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class SceneTreeTween;
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class ShortCut;
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class Spatial;
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class Spatial;
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class Viewport;
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class Viewport;
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class Material;
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class Material;
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@ -230,6 +231,9 @@ private:
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SelfList<Node>::List xform_change_list;
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SelfList<Node>::List xform_change_list;
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friend class ScriptDebuggerRemote;
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friend class ScriptDebuggerRemote;
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Ref<ShortCut> debugger_stop_shortcut;
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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Map<int, NodePath> live_edit_node_path_cache;
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Map<int, NodePath> live_edit_node_path_cache;
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