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Add "Game" editor for better runtime debugging
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@@ -145,6 +145,7 @@
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#include "editor/plugins/editor_plugin.h"
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#include "editor/plugins/editor_preview_plugins.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "editor/plugins/game_view_plugin.h"
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#include "editor/plugins/gdextension_export_plugin.h"
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#include "editor/plugins/material_editor_plugin.h"
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#include "editor/plugins/mesh_library_editor_plugin.h"
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@@ -357,6 +358,8 @@ void EditorNode::shortcut_input(const Ref<InputEvent> &p_event) {
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editor_main_screen->select(EditorMainScreen::EDITOR_3D);
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} else if (ED_IS_SHORTCUT("editor/editor_script", p_event)) {
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editor_main_screen->select(EditorMainScreen::EDITOR_SCRIPT);
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} else if (ED_IS_SHORTCUT("editor/editor_game", p_event)) {
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editor_main_screen->select(EditorMainScreen::EDITOR_GAME);
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} else if (ED_IS_SHORTCUT("editor/editor_help", p_event)) {
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emit_signal(SNAME("request_help_search"), "");
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} else if (ED_IS_SHORTCUT("editor/editor_assetlib", p_event) && AssetLibraryEditorPlugin::is_available()) {
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@@ -6577,6 +6580,7 @@ void EditorNode::_feature_profile_changed() {
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_3D, !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D));
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_SCRIPT, !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_SCRIPT));
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_GAME, !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME));
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if (AssetLibraryEditorPlugin::is_available()) {
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_ASSETLIB, !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_ASSET_LIB));
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}
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@@ -6587,6 +6591,7 @@ void EditorNode::_feature_profile_changed() {
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editor_dock_manager->set_dock_enabled(history_dock, true);
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_3D, true);
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_SCRIPT, true);
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_GAME, true);
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if (AssetLibraryEditorPlugin::is_available()) {
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editor_main_screen->set_button_enabled(EditorMainScreen::EDITOR_ASSETLIB, true);
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}
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@@ -7714,6 +7719,7 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(CanvasItemEditorPlugin));
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add_editor_plugin(memnew(Node3DEditorPlugin));
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add_editor_plugin(memnew(ScriptEditorPlugin));
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add_editor_plugin(memnew(GameViewPlugin));
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EditorAudioBuses *audio_bus_editor = EditorAudioBuses::register_editor();
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@@ -7896,12 +7902,14 @@ EditorNode::EditorNode() {
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ED_SHORTCUT_AND_COMMAND("editor/editor_2d", TTR("Open 2D Editor"), KeyModifierMask::CTRL | Key::F1);
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ED_SHORTCUT_AND_COMMAND("editor/editor_3d", TTR("Open 3D Editor"), KeyModifierMask::CTRL | Key::F2);
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ED_SHORTCUT_AND_COMMAND("editor/editor_script", TTR("Open Script Editor"), KeyModifierMask::CTRL | Key::F3);
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ED_SHORTCUT_AND_COMMAND("editor/editor_assetlib", TTR("Open Asset Library"), KeyModifierMask::CTRL | Key::F4);
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ED_SHORTCUT_AND_COMMAND("editor/editor_game", TTR("Open Game View"), KeyModifierMask::CTRL | Key::F4);
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ED_SHORTCUT_AND_COMMAND("editor/editor_assetlib", TTR("Open Asset Library"), KeyModifierMask::CTRL | Key::F5);
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ED_SHORTCUT_OVERRIDE("editor/editor_2d", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_1);
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ED_SHORTCUT_OVERRIDE("editor/editor_3d", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_2);
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ED_SHORTCUT_OVERRIDE("editor/editor_script", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_3);
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ED_SHORTCUT_OVERRIDE("editor/editor_assetlib", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_4);
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ED_SHORTCUT_OVERRIDE("editor/editor_game", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_4);
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ED_SHORTCUT_OVERRIDE("editor/editor_assetlib", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::KEY_5);
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ED_SHORTCUT_AND_COMMAND("editor/editor_next", TTR("Open the next Editor"));
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ED_SHORTCUT_AND_COMMAND("editor/editor_prev", TTR("Open the previous Editor"));
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