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Misc editor tweaks and polishes:
- Using a bucketized approach to select the editor scale in order to avoid too high values
- Add default app dimensions: used on Android devices with free floating app windows to set the default app frame
- Add ability to launch the Game window in an adjacent frame when in multi window mode
(cherry picked from commit 6f7ec7f723)
This commit is contained in:
committed by
Rémi Verschelde
parent
99fb3205bd
commit
05fc140ee6
@@ -224,12 +224,30 @@ public class GodotIO {
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}
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public int getScreenDPI() {
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DisplayMetrics metrics = activity.getResources().getDisplayMetrics();
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return (int)(metrics.density * 160f);
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return activity.getResources().getDisplayMetrics().densityDpi;
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}
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/**
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* Returns bucketized density values.
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*/
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public float getScaledDensity() {
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return activity.getResources().getDisplayMetrics().scaledDensity;
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int densityDpi = activity.getResources().getDisplayMetrics().densityDpi;
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float selectedScaledDensity;
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if (densityDpi >= DisplayMetrics.DENSITY_XXXHIGH) {
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selectedScaledDensity = 4.0f;
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} else if (densityDpi >= DisplayMetrics.DENSITY_XXHIGH) {
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selectedScaledDensity = 3.0f;
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} else if (densityDpi >= DisplayMetrics.DENSITY_XHIGH) {
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selectedScaledDensity = 2.0f;
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} else if (densityDpi >= DisplayMetrics.DENSITY_HIGH) {
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selectedScaledDensity = 1.5f;
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} else if (densityDpi >= DisplayMetrics.DENSITY_MEDIUM) {
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selectedScaledDensity = 1.0f;
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} else {
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selectedScaledDensity = 0.75f;
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}
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Log.d(TAG, "Selected scaled density: " + selectedScaledDensity);
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return selectedScaledDensity;
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}
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public double getScreenRefreshRate(double fallback) {
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