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Fix macOS build with dev_build=yes and target=template_debug
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@@ -63,11 +63,14 @@ GodotApplication *GodotApp = nil;
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NSString *nsbundleid_env = [NSString stringWithUTF8String:(bundled_id != nullptr) ? bundled_id : ""];
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NSString *nsbundleid_env = [NSString stringWithUTF8String:(bundled_id != nullptr) ? bundled_id : ""];
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NSString *nsbundleid = [[NSBundle mainBundle] bundleIdentifier];
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NSString *nsbundleid = [[NSBundle mainBundle] bundleIdentifier];
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if (nsappname == nil || isatty(STDOUT_FILENO) || isatty(STDIN_FILENO) || isatty(STDERR_FILENO) || ![nsbundleid isEqualToString:nsbundleid_env]) {
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if (nsappname == nil || isatty(STDOUT_FILENO) || isatty(STDIN_FILENO) || isatty(STDERR_FILENO) || ![nsbundleid isEqualToString:nsbundleid_env]) {
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#if DEV_ENABLED
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#ifdef TOOLS_ENABLED
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if (!OS_MacOS::is_debugger_attached())
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if (!OS_MacOS::is_debugger_attached()) {
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#else
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{
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#endif
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#endif
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// If the executable is started from terminal or is not bundled, macOS WindowServer won't register and activate app window correctly (menu and title bar are grayed out and input ignored).
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// If the executable is started from terminal or is not bundled, macOS WindowServer won't register and activate app window correctly (menu and title bar are grayed out and input ignored).
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[self performSelector:@selector(forceUnbundledWindowActivationHackStep1) withObject:nil afterDelay:0.02];
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[self performSelector:@selector(forceUnbundledWindowActivationHackStep1) withObject:nil afterDelay:0.02];
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}
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}
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}
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}
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}
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