From 6264c5146c221a2b7f65a3a33f28478fcb512fc0 Mon Sep 17 00:00:00 2001 From: Sergey Minakov Date: Tue, 7 Jul 2020 01:39:57 +0300 Subject: [PATCH] iOS Export: Storyboard custom values --- platform/iphone/export/export.cpp | 108 +++++++++++++++++++++++------- 1 file changed, 82 insertions(+), 26 deletions(-) diff --git a/platform/iphone/export/export.cpp b/platform/iphone/export/export.cpp index c1c75d91adc..f42091bc86d 100644 --- a/platform/iphone/export/export.cpp +++ b/platform/iphone/export/export.cpp @@ -260,6 +260,11 @@ void EditorExportPlatformIOS::get_export_options(List *r_options) r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/spotlight_80x80", PROPERTY_HINT_FILE, "*.png"), "")); // Spotlight on devices with retina display r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "storyboard/use_launch_screen_storyboard"), false)); + r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "storyboard/image_scale_mode", PROPERTY_HINT_ENUM, "Same as Logo,Center,Scale To Fit,Scale To Fill,Scale"), 0)); + r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "storyboard/custom_image@2x", PROPERTY_HINT_FILE, "*.png"), "")); + r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "storyboard/custom_image@3x", PROPERTY_HINT_FILE, "*.png"), "")); + r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "storyboard/use_custom_bg_color"), false)); + r_options->push_back(ExportOption(PropertyInfo(Variant::COLOR, "storyboard/custom_bg_color"), Color())); for (uint64_t i = 0; i < sizeof(loading_screen_infos) / sizeof(loading_screen_infos[0]); ++i) { r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, loading_screen_infos[i].preset_key, PROPERTY_HINT_FILE, "*.png"), "")); @@ -278,6 +283,12 @@ void EditorExportPlatformIOS::_fix_config_file(const Ref &p_ "ad-hoc", "enterprise" }; + static const String storyboard_image_scale_mode[] = { + "center", + "scaleAspectFit", + "scaleAspectFill", + "scaleToFill" + }; String str; String strnew; str.parse_utf8((const char *)pfile.ptr(), pfile.size()); @@ -419,13 +430,25 @@ void EditorExportPlatformIOS::_fix_config_file(const Ref &p_ String value = is_on ? "" : "ASSETCATALOG_COMPILER_LAUNCHIMAGE_NAME = LaunchImage;"; strnew += lines[i].replace("$pbx_launch_image_usage_setting", value) + "\n"; } else if (lines[i].find("$launch_screen_image_mode") != -1) { - String logo_path = ProjectSettings::get_singleton()->get("application/boot_splash/image"); - bool is_on = ProjectSettings::get_singleton()->get("application/boot_splash/fullsize"); - // If custom logo is not specified, Godot does not scale default one, so we should do the same. - String value = (is_on && logo_path.length() > 0) ? "scaleAspectFit" : "center"; + int image_scale_mode = p_preset->get("storyboard/image_scale_mode"); + String value; + + switch (image_scale_mode) { + case 0: { + String logo_path = ProjectSettings::get_singleton()->get("application/boot_splash/image"); + bool is_on = ProjectSettings::get_singleton()->get("application/boot_splash/fullsize"); + // If custom logo is not specified, Godot does not scale default one, so we should do the same. + value = (is_on && logo_path.length() > 0) ? "scaleAspectFit" : "center"; + } break; + default: { + value = storyboard_image_scale_mode[image_scale_mode - 1]; + } + } + strnew += lines[i].replace("$launch_screen_image_mode", value) + "\n"; } else if (lines[i].find("$launch_screen_background_color") != -1) { - Color color = ProjectSettings::get_singleton()->get("application/boot_splash/bg_color"); + bool use_custom = p_preset->get("storyboard/use_custom_bg_color"); + Color color = use_custom ? p_preset->get("storyboard/custom_bg_color") : ProjectSettings::get_singleton()->get("application/boot_splash/bg_color"); const String value_format = "red=\"$red\" green=\"$green\" blue=\"$blue\" alpha=\"$alpha\""; Dictionary value_dictionary; @@ -567,35 +590,68 @@ Error EditorExportPlatformIOS::_export_icons(const Ref &p_pr } Error EditorExportPlatformIOS::_export_loading_screen_file(const Ref &p_preset, const String &p_dest_dir) { - Ref splash; + const String custom_launch_image_2x = p_preset->get("storyboard/custom_image@2x"); + const String custom_launch_image_3x = p_preset->get("storyboard/custom_image@3x"); - const String splash_path = ProjectSettings::get_singleton()->get("application/boot_splash/image"); + if (custom_launch_image_2x.length() > 0 && custom_launch_image_3x.length() > 0) { + Ref image; + String image_path = p_dest_dir.plus_file("splash@2x.png"); + image.instance(); + Error err = image->load(custom_launch_image_2x); - if (!splash_path.empty()) { - splash.instance(); - const Error err = splash->load(splash_path); if (err) { - splash.unref(); + image.unref(); + return err; } - } - if (splash.is_null()) { - splash = Ref(memnew(Image(boot_splash_png))); - } + if (image->save_png(image_path) != OK) { + return ERR_FILE_CANT_WRITE; + } - // Using same image for both @2x and @3x - // because Godot's own boot logo uses single image for all resolutions. - // Also not using @1x image, because devices using this image variant - // are not supported by iOS 9, which is minimal target. - const String splash_png_path_2x = p_dest_dir.plus_file("splash@2x.png"); - const String splash_png_path_3x = p_dest_dir.plus_file("splash@3x.png"); + image.unref(); + image_path = p_dest_dir.plus_file("splash@3x.png"); + image.instance(); + err = image->load(custom_launch_image_3x); - if (splash->save_png(splash_png_path_2x) != OK) { - return ERR_FILE_CANT_WRITE; - } + if (err) { + image.unref(); + return err; + } - if (splash->save_png(splash_png_path_3x) != OK) { - return ERR_FILE_CANT_WRITE; + if (image->save_png(image_path) != OK) { + return ERR_FILE_CANT_WRITE; + } + } else { + Ref splash; + + const String splash_path = ProjectSettings::get_singleton()->get("application/boot_splash/image"); + + if (!splash_path.empty()) { + splash.instance(); + const Error err = splash->load(splash_path); + if (err) { + splash.unref(); + } + } + + if (splash.is_null()) { + splash = Ref(memnew(Image(boot_splash_png))); + } + + // Using same image for both @2x and @3x + // because Godot's own boot logo uses single image for all resolutions. + // Also not using @1x image, because devices using this image variant + // are not supported by iOS 9, which is minimal target. + const String splash_png_path_2x = p_dest_dir.plus_file("splash@2x.png"); + const String splash_png_path_3x = p_dest_dir.plus_file("splash@3x.png"); + + if (splash->save_png(splash_png_path_2x) != OK) { + return ERR_FILE_CANT_WRITE; + } + + if (splash->save_png(splash_png_path_3x) != OK) { + return ERR_FILE_CANT_WRITE; + } } return OK;