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Add setting to control the window used to run the project for the And…
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…roid editor

The follow options were added to the (new) `run/window_placement/android_window` editor setting:

- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
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m4gr3d committed Jun 8, 2023
1 parent 72b5932 commit b2cd6a8
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Showing 3 changed files with 40 additions and 2 deletions.
4 changes: 4 additions & 0 deletions doc/classes/EditorSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -697,6 +697,10 @@
<member name="run/output/font_size" type="int" setter="" getter="">
The size of the font in the [b]Output[/b] panel at the bottom of the editor. This setting does not impact the font size of the script editor (see [member interface/editor/code_font_size]).
</member>
<member name="run/window_placement/android_window" type="int" setter="" getter="">
The Android window to display the project on when starting the project from the editor.
[b]Note:[/b] Only available in the Android editor.
</member>
<member name="run/window_placement/rect" type="int" setter="" getter="">
The window mode to use to display the project when starting the project from the editor.
</member>
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5 changes: 5 additions & 0 deletions editor/editor_settings.cpp
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Expand Up @@ -723,6 +723,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
/* Run */

// Window placement
#ifndef ANDROID_ENABLED
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "run/window_placement/rect", 1, "Top Left,Centered,Custom Position,Force Maximized,Force Fullscreen")
// Keep the enum values in sync with the `DisplayServer::SCREEN_` enum.
String screen_hints = "Same as Editor:-5,Previous Screen:-4,Next Screen:-3,Primary Screen:-2"; // Note: Main Window Screen:-1 is not used for the main window.
Expand All @@ -731,6 +732,10 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
}
_initial_set("run/window_placement/rect_custom_position", Vector2());
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "run/window_placement/screen", -5, screen_hints)
#endif
// Should match the ANDROID_WINDOW_* constants in 'platform/android/java/editor/src/main/java/org/godotengine/editor/GodotEditor.kt'
String android_window_hints = "Auto (based on screen size):0,Same as Editor:1,Side-by-side with Editor:2";
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "run/window_placement/android_window", 0, android_window_hints)

// Auto save
_initial_set("run/auto_save/save_before_running", true);
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Original file line number Diff line number Diff line change
Expand Up @@ -76,6 +76,16 @@ open class GodotEditor : FullScreenGodotApp() {
private const val PROJECT_MANAGER_ARG = "--project-manager"
private const val PROJECT_MANAGER_ARG_SHORT = "-p"
private const val PROJECT_MANAGER_PROCESS_NAME_SUFFIX = ":GodotProjectManager"

/**
* Sets of constants to specify the window to use to run the project.
*
* Should match the values in 'editor/editor_settings.cpp' for the
* 'run/window_placement/android_window' setting.
*/
private const val ANDROID_WINDOW_AUTO = 0
private const val ANDROID_WINDOW_SAME_AS_EDITOR = 1
private const val ANDROID_WINDOW_SIDE_BY_SIDE_WITH_EDITOR = 2
}

private val commandLineParams = ArrayList<String>()
Expand Down Expand Up @@ -142,8 +152,7 @@ open class GodotEditor : FullScreenGodotApp() {

// Whether we should launch the new godot instance in an adjacent window
// https://developer.android.com/reference/android/content/Intent#FLAG_ACTIVITY_LAUNCH_ADJACENT
var launchAdjacent =
Build.VERSION.SDK_INT >= Build.VERSION_CODES.N && (isInMultiWindowMode || isLargeScreen)
var launchAdjacent = shouldGameLaunchAdjacent()

for (arg in args) {
if (EDITOR_ARG == arg || EDITOR_ARG_SHORT == arg) {
Expand Down Expand Up @@ -246,6 +255,26 @@ open class GodotEditor : FullScreenGodotApp() {
protected open fun enablePanAndScaleGestures() =
java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/touchscreen/enable_pan_and_scale_gestures"))

private fun shouldGameLaunchAdjacent(): Boolean {
return if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
try {
when (Integer.parseInt(GodotLib.getEditorSetting("run/window_placement/android_window"))) {
ANDROID_WINDOW_SAME_AS_EDITOR -> false
ANDROID_WINDOW_SIDE_BY_SIDE_WITH_EDITOR -> true
else -> {
// ANDROID_WINDOW_AUTO
isInMultiWindowMode || isLargeScreen
}
}
} catch (e: NumberFormatException) {
// Fall-back to the 'Auto' behavior
isInMultiWindowMode || isLargeScreen
}
} else {
false
}
}

override fun onActivityResult(requestCode: Int, resultCode: Int, data: Intent?) {
super.onActivityResult(requestCode, resultCode, data)
// Check if we got the MANAGE_EXTERNAL_STORAGE permission
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