parent
2ea7765f76
commit
dad9683d11
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@ -203,6 +203,9 @@
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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/minimum_display_time" type="int" setter="" getter="" default="0">
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Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
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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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@ -2175,6 +2175,13 @@ bool Main::start() {
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#endif
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}
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uint64_t minimum_time_msec = GLOBAL_DEF("application/boot_splash/minimum_display_time", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/minimum_display_time",
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PropertyInfo(Variant::INT,
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"application/boot_splash/minimum_display_time",
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PROPERTY_HINT_RANGE,
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"0,100,1,or_greater,suffix:ms")); // No negative numbers.
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#ifdef TOOLS_ENABLED
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if (!doc_tool_path.is_empty()) {
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// Needed to instance editor-only classes for their default values
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@ -2692,6 +2699,15 @@ bool Main::start() {
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if (movie_writer) {
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movie_writer->begin(DisplayServer::get_singleton()->window_get_size(), fixed_fps, write_movie_path);
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}
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if (minimum_time_msec) {
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uint64_t minimum_time = 1000 * minimum_time_msec;
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uint64_t elapsed_time = OS::get_singleton()->get_ticks_usec();
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if (elapsed_time < minimum_time) {
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OS::get_singleton()->delay_usec(minimum_time - elapsed_time);
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}
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}
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return true;
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}
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