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Address remaining feedback on https://github.com/godotengine/godot/pull/106709
Address https://github.com/godotengine/godot/pull/106709#discussion_r2114489487
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6 changed files with 14 additions and 9 deletions
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@ -3074,7 +3074,8 @@
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<constant name="WINDOW_FLAG_TRANSPARENT" value="3" enum="WindowFlags">
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The window background can be transparent.
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[b]Note:[/b] This flag has no effect if [method is_window_transparency_available] returns [code]false[/code].
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[b]Note:[/b] Transparency support is implemented on Android, Linux (X11/Wayland), macOS, and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
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[b]Note:[/b] Transparency support is implemented on Linux (X11/Wayland), macOS, and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
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[b]Note:[/b] Transparency support is implemented on Android, but can only be enabled via [member ProjectSettings.display/window/per_pixel_transparency/allowed]. This flag has no effect on Android.
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</constant>
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<constant name="WINDOW_FLAG_NO_FOCUS" value="4" enum="WindowFlags">
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The window can't be focused. No-focus window will ignore all input, except mouse clicks.
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@ -1016,6 +1016,7 @@
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If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background].
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[b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].
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[b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
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[b]Note:[/b] This setting has no effect on Android as transparency is controlled only via [member display/window/per_pixel_transparency/allowed].
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</member>
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<member name="display/window/size/viewport_height" type="int" setter="" getter="" default="648">
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Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
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@ -596,6 +596,7 @@ void DisplayServerAndroid::window_set_flag(DisplayServer::WindowFlags p_flag, bo
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}
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bool DisplayServerAndroid::window_get_flag(DisplayServer::WindowFlags p_flag, DisplayServer::WindowID p_window) const {
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ERR_FAIL_COND_V(p_window != MAIN_WINDOW_ID, false);
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switch (p_flag) {
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case WindowFlags::WINDOW_FLAG_TRANSPARENT:
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return is_window_transparency_available();
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@ -1050,7 +1050,7 @@ void EditorExportPlatformAndroid::_write_tmp_manifest(const Ref<EditorExportPres
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store_string_at_path(manifest_path, manifest_text);
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}
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bool EditorExportPlatformAndroid::_should_be_transparent(const Ref<EditorExportPreset> &p_preset) const {
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bool EditorExportPlatformAndroid::_is_transparency_allowed(const Ref<EditorExportPreset> &p_preset) const {
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return (bool)get_project_setting(p_preset, "display/window/per_pixel_transparency/allowed");
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}
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@ -1062,13 +1062,13 @@ void EditorExportPlatformAndroid::_fix_themes_xml(const Ref<EditorExportPreset>
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return;
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}
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bool should_be_transparent = _should_be_transparent(p_preset);
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bool transparency_allowed = _is_transparency_allowed(p_preset);
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// Default/Reserved theme attributes.
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Dictionary main_theme_attributes;
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main_theme_attributes["android:windowSwipeToDismiss"] = bool_to_string(p_preset->get("gesture/swipe_to_dismiss"));
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main_theme_attributes["android:windowIsTranslucent"] = bool_to_string(should_be_transparent);
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if (should_be_transparent) {
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main_theme_attributes["android:windowIsTranslucent"] = bool_to_string(transparency_allowed);
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if (transparency_allowed) {
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main_theme_attributes["android:windowBackground"] = "@android:color/transparent";
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}
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@ -1076,7 +1076,7 @@ void EditorExportPlatformAndroid::_fix_themes_xml(const Ref<EditorExportPreset>
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splash_theme_attributes["android:windowSplashScreenBackground"] = "@mipmap/icon_background";
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splash_theme_attributes["windowSplashScreenAnimatedIcon"] = "@mipmap/icon_foreground";
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splash_theme_attributes["postSplashScreenTheme"] = "@style/GodotAppMainTheme";
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splash_theme_attributes["android:windowIsTranslucent"] = bool_to_string(should_be_transparent);
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splash_theme_attributes["android:windowIsTranslucent"] = bool_to_string(transparency_allowed);
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Dictionary custom_theme_attributes = p_preset->get("gradle_build/custom_theme_attributes");
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@ -2988,7 +2988,7 @@ bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<Edit
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}
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}
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} else {
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if (_should_be_transparent(p_preset)) {
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if (_is_transparency_allowed(p_preset)) {
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// Warning only, so don't override `valid`.
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err += vformat(TTR("\"Use Gradle Build\" is required for transparent background on Android"));
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err += "\n";
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@ -164,7 +164,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
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void _write_tmp_manifest(const Ref<EditorExportPreset> &p_preset, bool p_give_internet, bool p_debug);
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bool _should_be_transparent(const Ref<EditorExportPreset> &p_preset) const;
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bool _is_transparency_allowed(const Ref<EditorExportPreset> &p_preset) const;
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void _fix_themes_xml(const Ref<EditorExportPreset> &p_preset);
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@ -487,7 +487,9 @@ class Godot private constructor(val context: Context) {
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// Check whether the render view should be made transparent
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val shouldBeTransparent =
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!isProjectManagerHint() && !isEditorHint() && java.lang.Boolean.parseBoolean(GodotLib.getGlobal("display/window/per_pixel_transparency/allowed"))
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!isProjectManagerHint() &&
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!isEditorHint() &&
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java.lang.Boolean.parseBoolean(GodotLib.getGlobal("display/window/per_pixel_transparency/allowed"))
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Log.d(TAG, "Render view should be transparent: $shouldBeTransparent")
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renderView = if (usesVulkan()) {
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if (meetsVulkanRequirements(context.packageManager)) {
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