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@@ -31,10 +31,8 @@
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#include "window.h"
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#include "core/config/project_settings.h"
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-#include "core/debugger/engine_debugger.h"
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#include "core/input/shortcut.h"
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#include "core/string/translation_server.h"
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-#include "core/variant/variant_parser.h"
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#include "scene/gui/control.h"
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#include "scene/theme/theme_db.h"
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#include "scene/theme/theme_owner.h"
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@@ -1631,35 +1629,6 @@ bool Window::_can_consume_input_events() const {
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void Window::_window_input(const Ref<InputEvent> &p_ev) {
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ERR_MAIN_THREAD_GUARD;
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- if (EngineDebugger::is_active()) {
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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.is_empty()) {
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- Variant shortcut_var;
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-
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- VariantParser::StreamString ss;
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- ss.s = shortcut_str;
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-
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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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-
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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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- debugger_stop_shortcut.instantiate();
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- debugger_stop_shortcut->set_events({ (Variant)InputEventKey::create_reference(Key::F8) });
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- }
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- }
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-
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- Ref<InputEventKey> k = p_ev;
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- if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->matches_event(k)) {
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- EngineDebugger::get_singleton()->send_message("request_quit", Array());
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- }
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- }
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if (exclusive_child != nullptr) {
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if (!is_embedding_subwindows()) { // Not embedding, no need for event.
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