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.
This commit is contained in:
Hugo Locurcio 2019-12-29 16:39:24 +01:00
parent 9d3424f61d
commit cc626acf45
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GPG key ID: 39E8F8BE30B0A49C
4 changed files with 13 additions and 6 deletions

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@ -906,6 +906,7 @@
</member>
<member name="exit_code" type="int" setter="set_exit_code" getter="get_exit_code" default="0">
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).
[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] with an [code]exit_code[/code] argument passed.
</member>
<member name="keep_screen_on" type="bool" setter="set_keep_screen_on" getter="is_keep_screen_on" default="true">
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 @@
<method name="quit">
<return type="void">
</return>
<argument index="0" name="exit_code" type="int" default="-1">
</argument>
<description>
Quits the application.
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.
</description>
</method>
<method name="reload_current_scene">

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@ -631,7 +631,13 @@ void SceneTree::finish() {
timers.clear();
}
void SceneTree::quit() {
void SceneTree::quit(int p_exit_code) {
if (p_exit_code >= 0) {
// Override the exit code if a positive argument is given (the default is `-1`).
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
OS::get_singleton()->set_exit_code(p_exit_code);
}
_quit = true;
}
@ -1812,8 +1818,6 @@ bool SceneTree::is_refusing_new_network_connections() const {
void SceneTree::_bind_methods() {
//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
@ -1837,7 +1841,7 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit"), &SceneTree::quit);
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
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:
void set_auto_accept_quit(bool p_enable);
void set_quit_on_go_back(bool p_enable);
void quit();
void quit(int p_exit_code = -1);
void set_input_as_handled();
bool is_input_handled();