Add a shorthand for setting the exit code using SceneTree::quit()
This reduces the amount of code required to exit a process with a non-zero exit code. This pattern is also found in most other programming languages.
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4 changed files with 13 additions and 6 deletions
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@ -906,6 +906,7 @@
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</member>
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<member name="exit_code" type="int" setter="set_exit_code" getter="get_exit_code" default="0">
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The exit code passed to the OS when the main loop exits. By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).
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[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] with an [code]exit_code[/code] argument passed.
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</member>
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<member name="keep_screen_on" type="bool" setter="set_keep_screen_on" getter="is_keep_screen_on" default="true">
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If [code]true[/code], the engine tries to keep the screen on while the game is running. Useful on mobile.
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@ -185,8 +185,10 @@
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<method name="quit">
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<return type="void">
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</return>
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<argument index="0" name="exit_code" type="int" default="-1">
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</argument>
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<description>
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Quits the application.
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Quits the application. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application.
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</description>
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</method>
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<method name="reload_current_scene">
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@ -631,7 +631,13 @@ void SceneTree::finish() {
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timers.clear();
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}
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void SceneTree::quit() {
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void SceneTree::quit(int p_exit_code) {
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if (p_exit_code >= 0) {
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// Override the exit code if a positive argument is given (the default is `-1`).
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// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
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OS::get_singleton()->set_exit_code(p_exit_code);
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}
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_quit = true;
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}
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@ -1812,8 +1818,6 @@ bool SceneTree::is_refusing_new_network_connections() const {
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void SceneTree::_bind_methods() {
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//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
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ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
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@ -1837,7 +1841,7 @@ void SceneTree::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
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ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
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ClassDB::bind_method(D_METHOD("quit"), &SceneTree::quit);
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ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "shrink"), &SceneTree::set_screen_stretch, DEFVAL(1));
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@ -303,7 +303,7 @@ public:
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void set_auto_accept_quit(bool p_enable);
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void set_quit_on_go_back(bool p_enable);
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void quit();
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void quit(int p_exit_code = -1);
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void set_input_as_handled();
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bool is_input_handled();
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