Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode
Expose 'Embedded Windows Mode' as Editor and Project Settings
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commit
9abb415d92
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@ -426,6 +426,9 @@
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<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
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<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
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If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
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</member>
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</member>
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<member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="false">
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If [code]true[/code], uses subwindows (windows rendered entirely by engine) instead of OS-specific windows.
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</member>
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<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
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<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
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Force the window to be always on top.
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Force the window to be always on top.
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</member>
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</member>
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@ -341,6 +341,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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hints["interface/editor/unfocused_low_processor_mode_sleep_usec"] = PropertyInfo(Variant::FLOAT, "interface/editor/unfocused_low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "1,100000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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hints["interface/editor/unfocused_low_processor_mode_sleep_usec"] = PropertyInfo(Variant::FLOAT, "interface/editor/unfocused_low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "1,100000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("interface/editor/separate_distraction_mode", false);
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_initial_set("interface/editor/separate_distraction_mode", false);
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_initial_set("interface/editor/automatically_open_screenshots", true);
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_initial_set("interface/editor/automatically_open_screenshots", true);
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_initial_set("interface/editor/single_window_mode", false);
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hints["interface/editor/single_window_mode"] = PropertyInfo(Variant::BOOL, "interface/editor/single_window_mode", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("interface/editor/hide_console_window", false);
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_initial_set("interface/editor/hide_console_window", false);
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_initial_set("interface/editor/save_each_scene_on_quit", true); // Regression
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_initial_set("interface/editor/save_each_scene_on_quit", true); // Regression
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_initial_set("interface/editor/quit_confirmation", true);
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_initial_set("interface/editor/quit_confirmation", true);
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@ -1723,7 +1723,9 @@ bool Main::start() {
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}
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}
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#endif
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#endif
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if (single_window) {
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bool embed_subwindows = GLOBAL_DEF("display/window/subwindows/embed_subwindows", false);
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if (single_window || (!project_manager && !editor && embed_subwindows)) {
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sml->get_root()->set_embed_subwindows_hint(true);
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sml->get_root()->set_embed_subwindows_hint(true);
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}
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}
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ResourceLoader::add_custom_loaders();
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ResourceLoader::add_custom_loaders();
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@ -1942,6 +1944,12 @@ bool Main::start() {
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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if (editor) {
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if (editor) {
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bool editor_embed_subwindows = EditorSettings::get_singleton()->get_setting("interface/editor/single_window_mode");
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if (editor_embed_subwindows) {
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sml->get_root()->set_embed_subwindows_hint(true);
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}
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if (game_path != GLOBAL_GET("application/run/main_scene") || !editor_node->has_scenes_in_session()) {
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if (game_path != GLOBAL_GET("application/run/main_scene") || !editor_node->has_scenes_in_session()) {
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Error serr = editor_node->load_scene(local_game_path);
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Error serr = editor_node->load_scene(local_game_path);
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if (serr != OK)
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if (serr != OK)
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