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Update the splash screen logic for the Godot app template
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
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@@ -39,18 +39,6 @@
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#include "core/os/os.h"
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#include "editor/export/editor_export_platform.h"
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const String SPLASH_CONFIG_XML_CONTENT = R"SPLASH(<?xml version="1.0" encoding="utf-8"?>
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<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
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<item android:drawable="@drawable/splash_bg_color" />
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<item>
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<bitmap
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android:gravity="center"
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android:filter="%s"
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android:src="@drawable/splash" />
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</item>
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</layer-list>
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)SPLASH";
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// Optional environment variables for defining confidential information. If any
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// of these is set, they will override the values set in the credentials file.
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const String ENV_ANDROID_KEYSTORE_DEBUG_PATH = "GODOT_ANDROID_KEYSTORE_DEBUG_PATH";
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@@ -179,17 +167,12 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
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void _process_launcher_icons(const String &p_file_name, const Ref<Image> &p_source_image, int dimension, Vector<uint8_t> &p_data);
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String load_splash_refs(Ref<Image> &splash_image, Ref<Image> &splash_bg_color_image);
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void load_icon_refs(const Ref<EditorExportPreset> &p_preset, Ref<Image> &icon, Ref<Image> &foreground, Ref<Image> &background);
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void _copy_icons_to_gradle_project(const Ref<EditorExportPreset> &p_preset,
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const String &processed_splash_config_xml,
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const Ref<Image> &splash_image,
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const Ref<Image> &splash_bg_color_image,
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const Ref<Image> &main_image,
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const Ref<Image> &foreground,
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const Ref<Image> &background);
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const Ref<Image> &p_main_image,
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const Ref<Image> &p_foreground,
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const Ref<Image> &p_background);
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static void _create_editor_debug_keystore_if_needed();
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