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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).
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@ -56,7 +56,6 @@
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#include "editor/editor_help.h"
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#include "editor/editor_initialize_ssl.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_themes.h"
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#include "editor/import/editor_import_collada.h"
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#include "editor/import/editor_scene_importer_gltf.h"
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@ -1017,7 +1016,6 @@ void EditorNode::_dialog_action(String p_file) {
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_save_default_environment();
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_save_scene_with_preview(p_file);
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_call_build();
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_run(true);
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}
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} break;
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@ -1567,6 +1565,9 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
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editor_data.save_editor_external_data();
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}
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if (!_call_build())
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return;
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if (bool(EDITOR_DEF("run/output/always_clear_output_on_play", true))) {
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log->clear();
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}
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@ -2028,7 +2029,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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} break;
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case RUN_PLAY: {
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_menu_option_confirm(RUN_STOP, true);
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_call_build();
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_run(false);
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} break;
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@ -2073,7 +2073,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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_save_default_environment();
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_menu_option_confirm(RUN_STOP, true);
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_call_build();
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_run(true);
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} break;
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@ -2085,7 +2084,10 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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}
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if (run_native->is_deploy_debug_remote_enabled()) {
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_menu_option_confirm(RUN_STOP, true);
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_call_build();
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if (!_call_build())
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break; // build failed
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emit_signal("play_pressed");
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editor_run.run_native_notify();
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}
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@ -3039,7 +3041,6 @@ void EditorNode::_quick_opened() {
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void EditorNode::_quick_run() {
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_call_build();
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_run(false, quick_run->get_selected());
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}
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@ -4215,13 +4216,16 @@ void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
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build_callbacks[build_callback_count++] = p_callback;
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}
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EditorPluginInitializeCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
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EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
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void EditorNode::_call_build() {
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bool EditorNode::_call_build() {
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for (int i = 0; i < build_callback_count; i++) {
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build_callbacks[i]();
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if (!build_callbacks[i]())
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return false;
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}
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return true;
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}
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void EditorNode::_inherit_imported(const String &p_action) {
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@ -85,7 +85,7 @@
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typedef void (*EditorNodeInitCallback)();
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typedef void (*EditorPluginInitializeCallback)();
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typedef void (*EditorBuildCallback)();
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typedef bool (*EditorBuildCallback)();
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class EditorPluginList;
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@ -575,7 +575,7 @@ private:
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static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
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void _save_default_environment();
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void _call_build();
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bool _call_build();
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static int build_callback_count;
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static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
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