Load main scene if defined when running editor from the command line

If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager.
A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path).

Fixes #2869.
This commit is contained in:
Rémi Verschelde 2015-11-22 16:55:07 +01:00
parent bcf4aded9a
commit f99b630993
2 changed files with 2 additions and 7 deletions

View File

@ -432,7 +432,6 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
} else if (I->get()=="-e" || I->get()=="-editor") { // fonud editor
editor=true;
init_maximized=true;
} else if (I->get()=="-nowindow") { // fullscreen
OS::get_singleton()->set_no_window_mode(true);
@ -649,6 +648,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
if (editor) {
main_args.push_back("-editor");
init_maximized=true;
use_custom_res=false;
}
@ -1093,7 +1093,7 @@ bool Main::start() {
#endif
if(script=="" && game_path=="" && !editor && String(GLOBAL_DEF("application/main_scene",""))!="") {
if(script=="" && game_path=="" && String(GLOBAL_DEF("application/main_scene",""))!="") {
game_path=GLOBAL_DEF("application/main_scene","");
}

View File

@ -624,11 +624,6 @@ void ProjectManager::_open_project_confirm() {
args.push_back("-editor");
const String &selected_main = E->get();
if (selected_main!="") {
args.push_back(selected_main);
}
String exec = OS::get_singleton()->get_executable_path();
OS::ProcessID pid=0;