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-rw-r--r--scene/main/window.cpp43
1 files changed, 34 insertions, 9 deletions
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index 1b7aa787e7..1e52b644a3 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -32,9 +32,12 @@
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
+#include "core/input/shortcut.h"
#include "core/string/translation.h"
+#include "core/variant/variant_parser.h"
#include "scene/gui/control.h"
#include "scene/scene_string_names.h"
+#include "scene/theme/theme_db.h"
void Window::set_title(const String &p_title) {
title = p_title;
@@ -1033,9 +1036,31 @@ bool Window::_can_consume_input_events() const {
void Window::_window_input(const Ref<InputEvent> &p_ev) {
if (EngineDebugger::is_active()) {
- // 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.is_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.
+ debugger_stop_shortcut.instantiate();
+ debugger_stop_shortcut->set_events({ (Variant)InputEventKey::create_reference(Key::F8) });
+ }
+ }
+
Ref<InputEventKey> k = p_ev;
- if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_keycode() == Key::F8) {
+ if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->matches_event(k)) {
EngineDebugger::get_singleton()->send_message("request_quit", Array());
}
}
@@ -1330,13 +1355,13 @@ StringName Window::get_theme_type_variation() const {
void Window::_get_theme_type_dependencies(const StringName &p_theme_type, List<StringName> *p_list) const {
if (p_theme_type == StringName() || p_theme_type == get_class_name() || p_theme_type == theme_type_variation) {
- if (Theme::get_project_default().is_valid() && Theme::get_project_default()->get_type_variation_base(theme_type_variation) != StringName()) {
- Theme::get_project_default()->get_type_dependencies(get_class_name(), theme_type_variation, p_list);
+ if (ThemeDB::get_singleton()->get_project_theme().is_valid() && ThemeDB::get_singleton()->get_project_theme()->get_type_variation_base(theme_type_variation) != StringName()) {
+ ThemeDB::get_singleton()->get_project_theme()->get_type_dependencies(get_class_name(), theme_type_variation, p_list);
} else {
- Theme::get_default()->get_type_dependencies(get_class_name(), theme_type_variation, p_list);
+ ThemeDB::get_singleton()->get_default_theme()->get_type_dependencies(get_class_name(), theme_type_variation, p_list);
}
} else {
- Theme::get_default()->get_type_dependencies(p_theme_type, StringName(), p_list);
+ ThemeDB::get_singleton()->get_default_theme()->get_type_dependencies(p_theme_type, StringName(), p_list);
}
}
@@ -1522,9 +1547,9 @@ void Window::_validate_property(PropertyInfo &p_property) const {
// Only the default theme and the project theme are used for the list of options.
// This is an imposed limitation to simplify the logic needed to leverage those options.
- Theme::get_default()->get_type_variation_list(get_class_name(), &names);
- if (Theme::get_project_default().is_valid()) {
- Theme::get_project_default()->get_type_variation_list(get_class_name(), &names);
+ ThemeDB::get_singleton()->get_default_theme()->get_type_variation_list(get_class_name(), &names);
+ if (ThemeDB::get_singleton()->get_project_theme().is_valid()) {
+ ThemeDB::get_singleton()->get_project_theme()->get_type_variation_list(get_class_name(), &names);
}
names.sort_custom<StringName::AlphCompare>();