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authorkobewi <kobewi4e@gmail.com>2022-03-02 00:30:31 +0100
committerkobewi <kobewi4e@gmail.com>2022-03-02 17:57:56 +0100
commit98dd04c38cfd59e27cfac7f349b4833b8db8becf (patch)
tree474316e3a2ae8c759da5eb7842ab271ac7ff9eed /editor/debugger
parent62765fb7ca7cca7ae0c56be99cc99d9b3b0bd040 (diff)
Fix debugger not opening built-in scripts
Diffstat (limited to 'editor/debugger')
-rw-r--r--editor/debugger/editor_debugger_node.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/editor/debugger/editor_debugger_node.cpp b/editor/debugger/editor_debugger_node.cpp
index 7c9a984b6a..1c75b2dff1 100644
--- a/editor/debugger/editor_debugger_node.cpp
+++ b/editor/debugger/editor_debugger_node.cpp
@@ -39,6 +39,7 @@
#include "editor/scene_tree_dock.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/tab_container.h"
+#include "scene/resources/packed_scene.h"
template <typename Func>
void _for_all(TabContainer *p_node, const Func &p_func) {
@@ -141,11 +142,22 @@ void EditorDebuggerNode::_error_selected(const String &p_file, int p_line, int p
}
void EditorDebuggerNode::_text_editor_stack_goto(const ScriptEditorDebugger *p_debugger) {
- const String file = p_debugger->get_stack_script_file();
+ String file = p_debugger->get_stack_script_file();
if (file.is_empty()) {
return;
}
- stack_script = ResourceLoader::load(file);
+ if (file.is_resource_file()) {
+ stack_script = ResourceLoader::load(file);
+ } else {
+ // If the script is built-in, it can be opened only if the scene is loaded in memory.
+ int i = file.find("::");
+ int j = file.rfind("(", i);
+ if (j > -1) { // If the script is named, the string is "name (file)", so we need to extract the path.
+ file = file.substr(j + 1, file.find(")", i) - j - 1);
+ }
+ Ref<PackedScene> ps = ResourceLoader::load(file.get_slice("::", 0));
+ stack_script = ResourceLoader::load(file);
+ }
const int line = p_debugger->get_stack_script_line() - 1;
emit_signal(SNAME("goto_script_line"), stack_script, line);
emit_signal(SNAME("set_execution"), stack_script, line);