Add a project setting to disable the boot splash image
This allows disabling the boot splash image while keeping the background color.
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@ -196,13 +196,17 @@
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Background color for the boot splash.
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</member>
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<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
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If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
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If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
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</member>
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<member name="application/boot_splash/image" type="String" setter="" getter="" default="""">
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Path to an image used as the boot splash.
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Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
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[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
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</member>
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<member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true">
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If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
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</member>
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<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
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If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
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If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
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</member>
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<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="""">
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This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
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@ -1700,9 +1700,10 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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RenderingServer::get_singleton()->set_default_clear_color(clear);
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if (show_logo) { //boot logo!
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String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
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bool boot_logo_scale = GLOBAL_DEF("application/boot_splash/fullsize", true);
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bool boot_logo_filter = GLOBAL_DEF("application/boot_splash/use_filter", true);
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const bool boot_logo_image = GLOBAL_DEF("application/boot_splash/show_image", true);
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const String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
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const bool boot_logo_scale = GLOBAL_DEF("application/boot_splash/fullsize", true);
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const bool boot_logo_filter = GLOBAL_DEF("application/boot_splash/use_filter", true);
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ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/image",
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PropertyInfo(Variant::STRING,
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"application/boot_splash/image",
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@ -1710,14 +1711,19 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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Ref<Image> boot_logo;
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boot_logo_path = boot_logo_path.strip_edges();
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if (boot_logo_path != String()) {
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boot_logo.instantiate();
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Error load_err = ImageLoader::load_image(boot_logo_path, boot_logo);
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if (load_err) {
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ERR_PRINT("Non-existing or invalid boot splash at '" + boot_logo_path + "'. Loading default splash.");
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if (boot_logo_image) {
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if (boot_logo_path != String()) {
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boot_logo.instantiate();
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Error load_err = ImageLoader::load_image(boot_logo_path, boot_logo);
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if (load_err) {
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ERR_PRINT("Non-existing or invalid boot splash at '" + boot_logo_path + "'. Loading default splash.");
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}
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}
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} else {
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// Create a 1×1 transparent image. This will effectively hide the splash image.
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boot_logo.instantiate();
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boot_logo->create(1, 1, false, Image::FORMAT_RGBA8);
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boot_logo->set_pixel(0, 0, Color(0, 0, 0, 0));
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}
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#if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH)
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