Allow to change the Stop shortcut used at runtime

(cherry picked from commit 409613ba7ba50e6cc985c61f6dcc482bac68746e)
This commit is contained in:
kobewi 2022-08-30 13:32:34 +02:00 committed by Relintai
parent 9086bef38d
commit 65e1217d59
3 changed files with 39 additions and 3 deletions

View File

@ -241,6 +241,11 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L
} }
} }
// Pass the debugger stop shortcut to the running instance(s).
String shortcut;
VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
printf("Running: %s", exec.utf8().get_data()); printf("Running: %s", exec.utf8().get_data());
for (List<String>::Element *E = args.front(); E; E = E->next()) { for (List<String>::Element *E = args.front(); E; E = E->next()) {
printf(" %s", E->get().utf8().get_data()); printf(" %s", E->get().utf8().get_data());

View File

@ -38,12 +38,13 @@
#include "core/os/os.h" #include "core/os/os.h"
#include "core/os/thread_pool.h" #include "core/os/thread_pool.h"
#include "core/string/print_string.h" #include "core/string/print_string.h"
#include "core/config/project_settings.h" #include "core/variant/variant_parser.h"
#include "main/input_default.h" #include "main/input_default.h"
#include "node.h" #include "node.h"
#include "scene/3d/spatial.h" #include "scene/3d/spatial.h"
#include "scene/animation/scene_tree_tween.h" #include "scene/animation/scene_tree_tween.h"
#include "scene/debugger/script_debugger_remote.h" #include "scene/debugger/script_debugger_remote.h"
#include "scene/gui/shortcut.h"
#include "scene/resources/dynamic_font.h" #include "scene/resources/dynamic_font.h"
#include "scene/resources/material.h" #include "scene/resources/material.h"
#include "scene/resources/mesh.h" #include "scene/resources/mesh.h"
@ -468,9 +469,35 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) { if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8 // Quit from game window using the stop shortcut (F8 by default).
// The custom shortcut is provided via environment variable when running from the editor.
if (debugger_stop_shortcut.is_null()) {
String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
if (!shortcut_str.empty()) {
Variant shortcut_var;
VariantParser::StreamString ss;
ss.s = shortcut_str;
String errs;
int line;
VariantParser::parse(&ss, shortcut_var, errs, line);
debugger_stop_shortcut = shortcut_var;
}
if (debugger_stop_shortcut.is_null()) {
// Define a default shortcut if it wasn't provided or is invalid.
Ref<InputEventKey> ie;
ie.instance();
ie->set_scancode(KEY_F8);
ie->set_unicode(KEY_F8);
debugger_stop_shortcut.instance();
debugger_stop_shortcut->set_shortcut(ie);
}
}
Ref<InputEventKey> k = ev; Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) { if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) {
ScriptDebugger::get_singleton()->request_quit(); ScriptDebugger::get_singleton()->request_quit();
} }
} }

View File

@ -38,6 +38,7 @@
class PackedScene; class PackedScene;
class Node; class Node;
class SceneTreeTween; class SceneTreeTween;
class ShortCut;
class Spatial; class Spatial;
class Viewport; class Viewport;
class Material; class Material;
@ -227,6 +228,9 @@ private:
SelfList<Node>::List xform_change_list; SelfList<Node>::List xform_change_list;
friend class ScriptDebuggerRemote; friend class ScriptDebuggerRemote;
Ref<ShortCut> debugger_stop_shortcut;
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
Map<int, NodePath> live_edit_node_path_cache; Map<int, NodePath> live_edit_node_path_cache;