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authorRémi Verschelde <rverschelde@gmail.com>2015-11-22 16:55:07 +0100
committerRémi Verschelde <rverschelde@gmail.com>2015-11-22 17:36:03 +0100
commitf99b630993166725e91ccf2868cc4cefe2008286 (patch)
tree328dfc8489fe8c3e3a5d77cd04b2c62196b28cd8 /main/main.cpp
parentbcf4aded9a2af5f9ab48f7f279ee2032d0833f16 (diff)
Load main scene if defined when running editor from the command line
If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager. A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path). Fixes #2869.
Diffstat (limited to 'main/main.cpp')
-rw-r--r--main/main.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/main/main.cpp b/main/main.cpp
index b6bc10cee7..3ea9128e13 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -432,7 +432,6 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
} else if (I->get()=="-e" || I->get()=="-editor") { // fonud editor
editor=true;
- init_maximized=true;
} else if (I->get()=="-nowindow") { // fullscreen
OS::get_singleton()->set_no_window_mode(true);
@@ -649,6 +648,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
if (editor) {
main_args.push_back("-editor");
+ init_maximized=true;
use_custom_res=false;
}
@@ -1093,7 +1093,7 @@ bool Main::start() {
#endif
- if(script=="" && game_path=="" && !editor && String(GLOBAL_DEF("application/main_scene",""))!="") {
+ if(script=="" && game_path=="" && String(GLOBAL_DEF("application/main_scene",""))!="") {
game_path=GLOBAL_DEF("application/main_scene","");
}