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Expose OS.read_string_from_stdin()
to the scripting API (3.x)
#70378
Expose OS.read_string_from_stdin()
to the scripting API (3.x)
#70378
Conversation
core/bind/core_bind.cpp
Outdated
@@ -520,6 +520,10 @@ Error _OS::shell_open(String p_uri) { | |||
return OS::get_singleton()->shell_open(p_uri); | |||
}; | |||
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String _OS::read_string_from_stdin(bool p_block) { | |||
return OS::get_singleton()->get_stdin_string(true); |
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return OS::get_singleton()->get_stdin_string(true); | |
return OS::get_singleton()->get_stdin_string(p_block); |
But probably the argument should be removed at all (from both CoreBind and OS), it's not useful, setting it to false
always return empty string.
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The argument was likely kept in #65751 for forward compatibility (in case non-blocking stdin reading is implemented), but it's not likely to happen in 3.x
.
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I think the argument should be removed here and for 4.0 too. If it's not implemented, there's no point having it. It can be added later if we do implement it.
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I would also remove the unused parameter from the OS method, not just the binding.
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OS.read_string_from_stdin()
to the scripting APIOS.read_string_from_stdin()
to the scripting API (3.x)
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I guess we can call read in a loop and add to
Also, will need #70389 backported for Unicode support. |
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This can be used in scripts to read user input in a blocking manner. This also removes the unused `block` argument, which is always `true`.
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Thanks! |
I've tested this locally and it appears to freeze after entering a long string. The current behavior is that calling Testing project: test_long_stdin.zip |
3.x
version of #65751. See godotengine/godot-proposals#2322.This can be used in scripts to read user input in a blocking manner.
This also removes the unused
block
argument, which is alwaystrue
.Note that non-ASCII input doesn't appear to be handled correctly (tested on Linux):
In
master
, this occurs instead:Maybe @bruvzg knows about resolving this encoding issue?