[Debugger] Move quit shortcut configuration to the SceneDebugger

This commit is contained in:
Fabio Alessandrelli 2024-11-06 16:47:36 +01:00
parent 87318a2fb7
commit 7cd850b909
7 changed files with 55 additions and 37 deletions

View file

@ -30,6 +30,7 @@
#include "scene_debugger.h"
#include "core/debugger/debugger_marshalls.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/script_language.h"
@ -93,6 +94,13 @@ void SceneDebugger::deinitialize() {
}
#ifdef DEBUG_ENABLED
void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) {
Ref<InputEventKey> k = p_event;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && p_shortcut->matches_event(k)) {
EngineDebugger::get_singleton()->send_message("request_quit", Array());
}
}
Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
@ -109,7 +117,10 @@ Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Arra
}
r_captured = true;
if (p_msg == "request_scene_tree") { // Scene tree
if (p_msg == "setup_scene") {
SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_input).bind(DebuggerMarshalls::deserialize_key_shortcut(p_args)));
} else if (p_msg == "request_scene_tree") { // Scene tree
live_editor->_send_tree();
} else if (p_msg == "save_node") { // Save node.

View file

@ -57,6 +57,8 @@ public:
#ifdef DEBUG_ENABLED
private:
static void _handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut);
static void _save_node(ObjectID id, const String &p_path);
static void _set_node_owner_recursive(Node *p_node, Node *p_owner);
static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);