You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-12 13:20:55 +00:00
Address API 35 UI behavior changes
- Fix issue on foldable where the embedded window would obscure the main window when launching - Fix edge-to-edge support for non-immersive apps / games - Add edge-to-edge export option to allow non-immersive apps / games to extend edge to edge
This commit is contained in:
@@ -172,6 +172,7 @@ class Godot private constructor(val context: Context) {
|
||||
private var commandLine : MutableList<String> = ArrayList<String>()
|
||||
private var xrMode = XRMode.REGULAR
|
||||
private val useImmersive = AtomicBoolean(false)
|
||||
private val isEdgeToEdge = AtomicBoolean(false)
|
||||
private var useDebugOpengl = false
|
||||
private var darkMode = false
|
||||
|
||||
@@ -235,6 +236,8 @@ class Godot private constructor(val context: Context) {
|
||||
xrMode = XRMode.OPENXR
|
||||
} else if (commandLine[i] == "--debug_opengl") {
|
||||
useDebugOpengl = true
|
||||
} else if (commandLine[i] == "--edge_to_edge") {
|
||||
isEdgeToEdge.set(true)
|
||||
} else if (commandLine[i] == "--fullscreen") {
|
||||
useImmersive.set(true)
|
||||
newArgs.add(commandLine[i])
|
||||
@@ -332,10 +335,45 @@ class Godot private constructor(val context: Context) {
|
||||
return isNativeInitialized()
|
||||
}
|
||||
|
||||
/**
|
||||
* Enable edge-to-edge.
|
||||
*
|
||||
* Must be called from the UI thread.
|
||||
*/
|
||||
@JvmOverloads
|
||||
fun enableEdgeToEdge(enabled: Boolean, override: Boolean = false) {
|
||||
val window = getActivity()?.window ?: return
|
||||
|
||||
if (!isEdgeToEdge.compareAndSet(!enabled, enabled) && !override) {
|
||||
return
|
||||
}
|
||||
|
||||
val rootView = window.decorView
|
||||
WindowCompat.setDecorFitsSystemWindows(window, !(isEdgeToEdge.get() || useImmersive.get()))
|
||||
if (enabled) {
|
||||
ViewCompat.setOnApplyWindowInsetsListener(rootView, null)
|
||||
rootView.setPadding(0, 0, 0, 0)
|
||||
} else {
|
||||
val insetType = WindowInsetsCompat.Type.systemBars() or WindowInsetsCompat.Type.displayCutout()
|
||||
if (rootView.rootWindowInsets != null) {
|
||||
val windowInsets = WindowInsetsCompat.toWindowInsetsCompat(rootView.rootWindowInsets)
|
||||
val insets = windowInsets.getInsets(insetType)
|
||||
rootView.setPadding(insets.left, insets.top, insets.right, insets.bottom)
|
||||
}
|
||||
|
||||
ViewCompat.setOnApplyWindowInsetsListener(rootView) { v: View, insets: WindowInsetsCompat ->
|
||||
val windowInsets = insets.getInsets(insetType)
|
||||
v.setPadding(windowInsets.left, windowInsets.top, windowInsets.right, windowInsets.bottom)
|
||||
WindowInsetsCompat.CONSUMED
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggle immersive mode.
|
||||
* Must be called from the UI thread.
|
||||
*/
|
||||
@JvmOverloads
|
||||
fun enableImmersiveMode(enabled: Boolean, override: Boolean = false) {
|
||||
val activity = getActivity() ?: return
|
||||
val window = activity.window ?: return
|
||||
@@ -344,7 +382,7 @@ class Godot private constructor(val context: Context) {
|
||||
return
|
||||
}
|
||||
|
||||
WindowCompat.setDecorFitsSystemWindows(window, !enabled)
|
||||
WindowCompat.setDecorFitsSystemWindows(window, !(isEdgeToEdge.get() || useImmersive.get()))
|
||||
val controller = WindowInsetsControllerCompat(window, window.decorView)
|
||||
if (enabled) {
|
||||
controller.hide(WindowInsetsCompat.Type.systemBars())
|
||||
@@ -380,6 +418,9 @@ class Godot private constructor(val context: Context) {
|
||||
@Keep
|
||||
fun isInImmersiveMode() = useImmersive.get()
|
||||
|
||||
@Keep
|
||||
fun isInEdgeToEdgeMode() = isEdgeToEdge.get()
|
||||
|
||||
/**
|
||||
* Used to complete initialization of the view used by the engine for rendering.
|
||||
*
|
||||
@@ -551,7 +592,6 @@ class Godot private constructor(val context: Context) {
|
||||
|
||||
renderView?.onActivityResumed()
|
||||
registerSensorsIfNeeded()
|
||||
enableImmersiveMode(useImmersive.get(), true)
|
||||
for (plugin in pluginRegistry.allPlugins) {
|
||||
plugin.onMainResume()
|
||||
}
|
||||
@@ -704,7 +744,6 @@ class Godot private constructor(val context: Context) {
|
||||
|
||||
runOnHostThread {
|
||||
registerSensorsIfNeeded()
|
||||
enableImmersiveMode(useImmersive.get(), true)
|
||||
}
|
||||
|
||||
for (plugin in pluginRegistry.allPlugins) {
|
||||
|
||||
Reference in New Issue
Block a user