From c0a72f7745ed70e8f43f4fffff419cc249cf0644 Mon Sep 17 00:00:00 2001 From: Paul Joannon Date: Thu, 5 Apr 2018 13:22:07 +0200 Subject: [PATCH] Translate Tutorials/Misc/HandlingQuitRequests to C# --- tutorials/misc/handling_quit_requests.rst | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) diff --git a/tutorials/misc/handling_quit_requests.rst b/tutorials/misc/handling_quit_requests.rst index 08af45be1..4825db2a6 100644 --- a/tutorials/misc/handling_quit_requests.rst +++ b/tutorials/misc/handling_quit_requests.rst @@ -20,18 +20,32 @@ requested: MainLoop.NOTIFICATION_WM_QUIT. Handling it is done as follows (on any node): -:: +.. tabs:: + .. code-tab:: gdscript GDScript func _notification(what): if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST: get_tree().quit() # default behavior + .. code-tab:: csharp + + public override void _Notification(int what) + { + if (what == MainLoop.NotificationWmQuitRequest) + GetTree().Quit(); // default behavior + } + When developing mobile apps, quitting is not desired unless the user is on the main screen, so the behavior can be changed. It is important to note that by default, Godot apps have the built-in behavior to quit when quit is requested, this can be changed: -:: +.. tabs:: + .. code-tab:: gdscript GDScript get_tree().set_auto_accept_quit(false) + + .. code-tab:: csharp + + GetTree().SetAutoAcceptQuit(false);