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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 {
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bool focus_awareness = p_preset->get("xr_features/focus_awareness");
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bool backup_allowed = p_preset->get("user_data_backup/allow");
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bool classify_as_game = p_preset->get("package/classify_as_game");
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Vector<String> perms;
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// Write permissions into the perms variable.
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@ -1006,6 +1007,10 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
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encode_uint32(backup_allowed, &p_manifest.write[iofs + 16]);
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}
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if (tname == "application" && attrname == "isGame") {
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encode_uint32(classify_as_game, &p_manifest.write[iofs + 16]);
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}
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if (tname == "instrumentation" && attrname == "targetPackage") {
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string_table.write[attr_value] = get_package_name(package_name);
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}
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@ -1758,6 +1763,7 @@ public:
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/unique_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "ext.domain.name"), "org.godotengine.$genname"));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name [default if blank]"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/signed"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/classify_as_game"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_icon_option, PROPERTY_HINT_FILE, "*.png"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_adaptive_icon_foreground_option, PROPERTY_HINT_FILE, "*.png"), ""));
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@ -263,12 +263,14 @@ String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool p_has_
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bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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String manifest_application_text = vformat(
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" <application android:label=\"@string/godot_project_name_string\"\n"
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" android:allowBackup=\"%s\" tools:ignore=\"GoogleAppIndexingWarning\"\n"
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" tools:replace=\"android:requestLegacyExternalStorage\" "
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" android:allowBackup=\"%s\"\n"
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" android:icon=\"@mipmap/icon\"\n"
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" android:isGame=\"%s\"\n"
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" android:requestLegacyExternalStorage=\"%s\"\n"
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" android:icon=\"@mipmap/icon\">\n\n"
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" <meta-data tools:node=\"remove\" android:name=\"xr_mode_metadata_name\" />\n",
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" tools:replace=\"android:allowBackup,android:isGame,android:requestLegacyExternalStorage\"\n"
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" tools:ignore=\"GoogleAppIndexingWarning\">\n\n",
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bool_to_string(p_preset->get("user_data_backup/allow")),
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bool_to_string(p_preset->get("package/classify_as_game")),
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bool_to_string(p_has_storage_permission));
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if (uses_xr) {
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@ -28,7 +28,7 @@
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<!-- If you want to add tags manually, do before it. -->
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<!-- WARNING: This should stay on a single line until the parsing code is improved. See GH-32414. -->
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<!-- TODO: Remove the 'requestLegacyExternalStorage' attribute when https://github.com/godotengine/godot/issues/38913 is resolved -->
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<application android:label="@string/godot_project_name_string" android:allowBackup="false" tools:ignore="GoogleAppIndexingWarning" android:requestLegacyExternalStorage="false" android:icon="@mipmap/icon" >
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<application android:label="@string/godot_project_name_string" android:allowBackup="false" android:icon="@mipmap/icon" android:isGame="true" android:requestLegacyExternalStorage="false" tools:ignore="GoogleAppIndexingWarning" >
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<!-- Records the version of the Godot editor used for building -->
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<meta-data
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