Android: Add `isGame` application attribute, default to true
It can be turned off in the export preset with `package/classify_as_game`.
Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame
> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.
Also fixes replacing `android:allowBackup` in custom builds.
(cherry picked from commit 40a594c6ea
)
This commit is contained in:
parent
76c1a0e91d
commit
cd64bcdae5
|
@ -903,6 +903,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
|
||||||
bool focus_awareness = p_preset->get("xr_features/focus_awareness");
|
bool focus_awareness = p_preset->get("xr_features/focus_awareness");
|
||||||
|
|
||||||
bool backup_allowed = p_preset->get("user_data_backup/allow");
|
bool backup_allowed = p_preset->get("user_data_backup/allow");
|
||||||
|
bool classify_as_game = p_preset->get("package/classify_as_game");
|
||||||
|
|
||||||
Vector<String> perms;
|
Vector<String> perms;
|
||||||
// Write permissions into the perms variable.
|
// Write permissions into the perms variable.
|
||||||
|
@ -1006,6 +1007,10 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
|
||||||
encode_uint32(backup_allowed, &p_manifest.write[iofs + 16]);
|
encode_uint32(backup_allowed, &p_manifest.write[iofs + 16]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (tname == "application" && attrname == "isGame") {
|
||||||
|
encode_uint32(classify_as_game, &p_manifest.write[iofs + 16]);
|
||||||
|
}
|
||||||
|
|
||||||
if (tname == "instrumentation" && attrname == "targetPackage") {
|
if (tname == "instrumentation" && attrname == "targetPackage") {
|
||||||
string_table.write[attr_value] = get_package_name(package_name);
|
string_table.write[attr_value] = get_package_name(package_name);
|
||||||
}
|
}
|
||||||
|
@ -1758,6 +1763,7 @@ public:
|
||||||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/unique_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "ext.domain.name"), "org.godotengine.$genname"));
|
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/unique_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "ext.domain.name"), "org.godotengine.$genname"));
|
||||||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name [default if blank]"), ""));
|
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name [default if blank]"), ""));
|
||||||
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/signed"), true));
|
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/signed"), true));
|
||||||
|
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/classify_as_game"), true));
|
||||||
|
|
||||||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_icon_option, PROPERTY_HINT_FILE, "*.png"), ""));
|
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_icon_option, PROPERTY_HINT_FILE, "*.png"), ""));
|
||||||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_adaptive_icon_foreground_option, PROPERTY_HINT_FILE, "*.png"), ""));
|
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_adaptive_icon_foreground_option, PROPERTY_HINT_FILE, "*.png"), ""));
|
||||||
|
|
|
@ -263,12 +263,14 @@ String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool p_has_
|
||||||
bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
|
bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
|
||||||
String manifest_application_text = vformat(
|
String manifest_application_text = vformat(
|
||||||
" <application android:label=\"@string/godot_project_name_string\"\n"
|
" <application android:label=\"@string/godot_project_name_string\"\n"
|
||||||
" android:allowBackup=\"%s\" tools:ignore=\"GoogleAppIndexingWarning\"\n"
|
" android:allowBackup=\"%s\"\n"
|
||||||
" tools:replace=\"android:requestLegacyExternalStorage\" "
|
" android:icon=\"@mipmap/icon\"\n"
|
||||||
|
" android:isGame=\"%s\"\n"
|
||||||
" android:requestLegacyExternalStorage=\"%s\"\n"
|
" android:requestLegacyExternalStorage=\"%s\"\n"
|
||||||
" android:icon=\"@mipmap/icon\">\n\n"
|
" tools:replace=\"android:allowBackup,android:isGame,android:requestLegacyExternalStorage\"\n"
|
||||||
" <meta-data tools:node=\"remove\" android:name=\"xr_mode_metadata_name\" />\n",
|
" tools:ignore=\"GoogleAppIndexingWarning\">\n\n",
|
||||||
bool_to_string(p_preset->get("user_data_backup/allow")),
|
bool_to_string(p_preset->get("user_data_backup/allow")),
|
||||||
|
bool_to_string(p_preset->get("package/classify_as_game")),
|
||||||
bool_to_string(p_has_storage_permission));
|
bool_to_string(p_has_storage_permission));
|
||||||
|
|
||||||
if (uses_xr) {
|
if (uses_xr) {
|
||||||
|
|
|
@ -28,7 +28,7 @@
|
||||||
<!-- If you want to add tags manually, do before it. -->
|
<!-- If you want to add tags manually, do before it. -->
|
||||||
<!-- WARNING: This should stay on a single line until the parsing code is improved. See GH-32414. -->
|
<!-- WARNING: This should stay on a single line until the parsing code is improved. See GH-32414. -->
|
||||||
<!-- TODO: Remove the 'requestLegacyExternalStorage' attribute when https://github.com/godotengine/godot/issues/38913 is resolved -->
|
<!-- TODO: Remove the 'requestLegacyExternalStorage' attribute when https://github.com/godotengine/godot/issues/38913 is resolved -->
|
||||||
<application android:label="@string/godot_project_name_string" android:allowBackup="false" tools:ignore="GoogleAppIndexingWarning" android:requestLegacyExternalStorage="false" android:icon="@mipmap/icon" >
|
<application android:label="@string/godot_project_name_string" android:allowBackup="false" android:icon="@mipmap/icon" android:isGame="true" android:requestLegacyExternalStorage="false" tools:ignore="GoogleAppIndexingWarning" >
|
||||||
|
|
||||||
<!-- Records the version of the Godot editor used for building -->
|
<!-- Records the version of the Godot editor used for building -->
|
||||||
<meta-data
|
<meta-data
|
||||||
|
|
Loading…
Reference in New Issue