diff options
Diffstat (limited to 'main/main.cpp')
-rw-r--r-- | main/main.cpp | 30 |
1 files changed, 24 insertions, 6 deletions
diff --git a/main/main.cpp b/main/main.cpp index c29a5a0aa6..5cfab3dc4a 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -815,6 +815,13 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph I = N; } +#ifdef TOOLS_ENABLED + if (editor && project_manager) { + OS::get_singleton()->print("Error: Command line arguments implied opening both editor and project manager, which is not possible. Aborting.\n"); + goto error; + } +#endif + // Network file system needs to be configured before globals, since globals are based on the // 'project.godot' file which will only be available through the network if this is enabled FileAccessNetwork::configure(); @@ -930,7 +937,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } } - if (!project_manager) { + if (!project_manager && !editor) { // Determine if the project manager should be requested project_manager = main_args.size() == 0 && !found_project; } @@ -1028,7 +1035,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph // window compositor ("--enable-vsync-via-compositor" or // "--disable-vsync-via-compositor") was present then it overrides the // project setting. - video_mode.vsync_via_compositor = GLOBAL_DEF("display/window/vsync/vsync_via_compositor", false); + video_mode.vsync_via_compositor = GLOBAL_DEF("display/window/vsync/vsync_via_compositor", true); } OS::get_singleton()->_vsync_via_compositor = video_mode.vsync_via_compositor; @@ -1395,6 +1402,7 @@ bool Main::start() { bool hasicon = false; String doc_tool; List<String> removal_docs; + String positional_arg; String game_path; String script; String test; @@ -1422,8 +1430,18 @@ bool Main::start() { } else if (args[i] == "-p" || args[i] == "--project-manager") { project_manager = true; #endif - } else if (args[i].length() && args[i][0] != '-' && game_path == "") { - game_path = args[i]; + } else if (args[i].length() && args[i][0] != '-' && positional_arg == "") { + positional_arg = args[i]; + + if (args[i].ends_with(".scn") || args[i].ends_with(".tscn") || args[i].ends_with(".escn")) { + // Only consider the positional argument to be a scene path if it ends with + // a file extension associated with Godot scenes. This makes it possible + // for projects to parse command-line arguments for custom CLI arguments + // or other file extensions without trouble. This can be used to implement + // "drag-and-drop onto executable" logic, which can prove helpful + // for non-game applications. + game_path = args[i]; + } } //parameters that have an argument to the right else if (i < (args.size() - 1)) { @@ -1518,7 +1536,7 @@ bool Main::start() { } if (_export_preset != "") { - if (game_path == "") { + if (positional_arg == "") { String err = "Command line includes export parameter option, but no destination path was given.\n"; err += "Please specify the binary's file path to export to. Aborting export."; ERR_PRINT(err); @@ -1709,7 +1727,7 @@ bool Main::start() { sml->get_root()->add_child(editor_node); if (_export_preset != "") { - editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only); + editor_node->export_preset(_export_preset, positional_arg, export_debug, export_pack_only); game_path = ""; // Do not load anything. } } |