Improve build callbacks

- Build callbacks now return bool to determine if the build was successful. If the build fails, the editor won't run the game.
- Makes sure build callbacks are called after saving the scene ("Save Before Running" option).
This commit is contained in:
Ignacio Etcheverry 2017-08-29 23:59:20 +02:00
parent 909c9e0ba0
commit c18b7046c6
2 changed files with 15 additions and 11 deletions

View file

@ -56,7 +56,6 @@
#include "editor/editor_help.h"
#include "editor/editor_initialize_ssl.h"
#include "editor/editor_settings.h"
#include "editor/editor_settings.h"
#include "editor/editor_themes.h"
#include "editor/import/editor_import_collada.h"
#include "editor/import/editor_scene_importer_gltf.h"
@ -1017,7 +1016,6 @@ void EditorNode::_dialog_action(String p_file) {
_save_default_environment();
_save_scene_with_preview(p_file);
_call_build();
_run(true);
}
} break;
@ -1567,6 +1565,9 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
editor_data.save_editor_external_data();
}
if (!_call_build())
return;
if (bool(EDITOR_DEF("run/output/always_clear_output_on_play", true))) {
log->clear();
}
@ -2028,7 +2029,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
} break;
case RUN_PLAY: {
_menu_option_confirm(RUN_STOP, true);
_call_build();
_run(false);
} break;
@ -2073,7 +2073,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
_save_default_environment();
_menu_option_confirm(RUN_STOP, true);
_call_build();
_run(true);
} break;
@ -2085,7 +2084,10 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
}
if (run_native->is_deploy_debug_remote_enabled()) {
_menu_option_confirm(RUN_STOP, true);
_call_build();
if (!_call_build())
break; // build failed
emit_signal("play_pressed");
editor_run.run_native_notify();
}
@ -3039,7 +3041,6 @@ void EditorNode::_quick_opened() {
void EditorNode::_quick_run() {
_call_build();
_run(false, quick_run->get_selected());
}
@ -4215,13 +4216,16 @@ void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
build_callbacks[build_callback_count++] = p_callback;
}
EditorPluginInitializeCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
void EditorNode::_call_build() {
bool EditorNode::_call_build() {
for (int i = 0; i < build_callback_count; i++) {
build_callbacks[i]();
if (!build_callbacks[i]())
return false;
}
return true;
}
void EditorNode::_inherit_imported(const String &p_action) {

View file

@ -85,7 +85,7 @@
typedef void (*EditorNodeInitCallback)();
typedef void (*EditorPluginInitializeCallback)();
typedef void (*EditorBuildCallback)();
typedef bool (*EditorBuildCallback)();
class EditorPluginList;
@ -575,7 +575,7 @@ private:
static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
void _save_default_environment();
void _call_build();
bool _call_build();
static int build_callback_count;
static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];