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Fix Floating Game Window Title
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@@ -32,7 +32,9 @@
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#include "core/config/project_settings.h"
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#include "core/debugger/debugger_marshalls.h"
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#include "core/string/translation_server.h"
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/debugger/script_editor_debugger.h"
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#include "editor/editor_command_palette.h"
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#include "editor/editor_feature_profile.h"
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#include "editor/editor_interface.h"
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@@ -203,6 +205,12 @@ void GameView::_sessions_changed() {
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}
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_update_debugger_buttons();
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if (embedded_process->is_embedding_completed()) {
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if (!embedded_script_debugger || !embedded_script_debugger->is_session_active() || embedded_script_debugger->get_remote_pid() != embedded_process->get_embedded_pid()) {
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_attach_script_debugger();
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}
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}
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}
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void GameView::_instance_starting_static(int p_idx, List<String> &r_arguments) {
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@@ -215,6 +223,11 @@ void GameView::_instance_starting(int p_idx, List<String> &r_arguments) {
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return;
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}
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if (p_idx == 0 && embed_on_play && make_floating_on_play && !window_wrapper->get_window_enabled() && EditorNode::get_singleton()->is_multi_window_enabled()) {
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// Set the Floating Window default title. Always considered in DEBUG mode, same as in Window::set_title.
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String appname = GLOBAL_GET("application/config/name");
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appname = vformat("%s (DEBUG)", TranslationServer::get_singleton()->translate(appname));
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window_wrapper->set_window_title(appname);
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window_wrapper->restore_window_from_saved_position(floating_window_rect, floating_window_screen, floating_window_screen_rect);
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}
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@@ -255,6 +268,8 @@ void GameView::_stop_pressed() {
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return;
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}
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_detach_script_debugger();
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EditorNode::get_singleton()->set_unfocused_low_processor_usage_mode_enabled(true);
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embedded_process->reset();
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_update_ui();
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@@ -272,6 +287,7 @@ void GameView::_stop_pressed() {
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}
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void GameView::_embedding_completed() {
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_attach_script_debugger();
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_update_ui();
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}
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@@ -563,6 +579,36 @@ void GameView::_update_floating_window_settings() {
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}
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}
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void GameView::_attach_script_debugger() {
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if (embedded_script_debugger) {
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_detach_script_debugger();
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}
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embedded_script_debugger = nullptr;
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for (int i = 0; EditorDebuggerNode::get_singleton()->get_debugger(i); i++) {
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ScriptEditorDebugger *script_debugger = EditorDebuggerNode::get_singleton()->get_debugger(i);
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if (script_debugger->is_session_active() && script_debugger->get_remote_pid() == embedded_process->get_embedded_pid()) {
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embedded_script_debugger = script_debugger;
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break;
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}
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}
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if (embedded_script_debugger) {
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embedded_script_debugger->connect("remote_window_title_changed", callable_mp(this, &GameView::_remote_window_title_changed));
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}
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}
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void GameView::_detach_script_debugger() {
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if (embedded_script_debugger) {
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embedded_script_debugger->disconnect("remote_window_title_changed", callable_mp(this, &GameView::_remote_window_title_changed));
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embedded_script_debugger = nullptr;
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}
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}
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void GameView::_remote_window_title_changed(String title) {
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window_wrapper->set_window_title(title);
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}
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void GameView::_update_arguments_for_instance(int p_idx, List<String> &r_arguments) {
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if (p_idx != 0 || !embed_on_play || !DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
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return;
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