Open balloonpopper opened 1 year ago
Using the "X" in the top right corner of the window has the effect, that an event is sent to the process, but since the process is paused at a breakpoint, nothing happens. So my guess would be that this is intended behavior.
If it's the intended behavior, then I'd suggest it's wrong. By clicking the button you're informing the operating system you want to close the window - that's the expected behavior in any Windows application. The close window button should force close the window - regardless of the state of the debugger, or failing that, switch focus to the debugger and open a popup with some sort of "please close debugger before closing the application" warning so people know why they can't close the window directly.
I can't think of any Windows application where clicking the close window button doesn't close the window unless it opens a "do you want to save your work first?" window.
I note that one just can't close the window using the "X" in the top right corner, no matter it hits the breakpoint or not.
To fix this I guess we need a way to communicate the button pressed info back to the godot editor and tell the editor to close the debugger or something like this. Using the "X" should have the same effect as closing the debugger.
Note that this also happens if the game runs into an error, even with no breakpoint set. The minimize and fullscreen buttons still work, at least on MacOS, which feels inconsistent.
Godot version
4.2.dev3
System information
Windows 10
Issue description
Run your game with a breakpoint in it When Godot reaches the breakpoint, the game window stays active instead of swapping to the debugger If you try to close the game window (using the "X" in the top right corner of the window) the process hangs and needs to be forcefully terminated. This does not happen if you hit "stop" in the debugger
Steps to reproduce
As above
Minimal reproduction project
N/A