Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode

Expose 'Embedded Windows Mode' as Editor and Project Settings
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Rémi Verschelde 2020-04-04 07:58:53 +02:00 committed by GitHub
commit 9abb415d92
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3 changed files with 14 additions and 1 deletions

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@ -426,6 +426,9 @@
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true"> <member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member> </member>
<member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses subwindows (windows rendered entirely by engine) instead of OS-specific windows.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false"> <member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Force the window to be always on top. Force the window to be always on top.
</member> </member>

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@ -341,6 +341,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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); 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);
_initial_set("interface/editor/separate_distraction_mode", false); _initial_set("interface/editor/separate_distraction_mode", false);
_initial_set("interface/editor/automatically_open_screenshots", true); _initial_set("interface/editor/automatically_open_screenshots", true);
_initial_set("interface/editor/single_window_mode", false);
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);
_initial_set("interface/editor/hide_console_window", false); _initial_set("interface/editor/hide_console_window", false);
_initial_set("interface/editor/save_each_scene_on_quit", true); // Regression _initial_set("interface/editor/save_each_scene_on_quit", true); // Regression
_initial_set("interface/editor/quit_confirmation", true); _initial_set("interface/editor/quit_confirmation", true);

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@ -1723,7 +1723,9 @@ bool Main::start() {
} }
#endif #endif
if (single_window) { bool embed_subwindows = GLOBAL_DEF("display/window/subwindows/embed_subwindows", false);
if (single_window || (!project_manager && !editor && embed_subwindows)) {
sml->get_root()->set_embed_subwindows_hint(true); sml->get_root()->set_embed_subwindows_hint(true);
} }
ResourceLoader::add_custom_loaders(); ResourceLoader::add_custom_loaders();
@ -1942,6 +1944,12 @@ bool Main::start() {
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
if (editor) { if (editor) {
bool editor_embed_subwindows = EditorSettings::get_singleton()->get_setting("interface/editor/single_window_mode");
if (editor_embed_subwindows) {
sml->get_root()->set_embed_subwindows_hint(true);
}
if (game_path != GLOBAL_GET("application/run/main_scene") || !editor_node->has_scenes_in_session()) { if (game_path != GLOBAL_GET("application/run/main_scene") || !editor_node->has_scenes_in_session()) {
Error serr = editor_node->load_scene(local_game_path); Error serr = editor_node->load_scene(local_game_path);
if (serr != OK) if (serr != OK)