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[3.2] [iOS] Option to use storyboards for launch screens. #40173
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akien-mga
merged 2 commits into
godotengine:3.2
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naithar:feature/ios-storyboard-usage
Jul 9, 2020
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22 changes: 22 additions & 0 deletions
22
misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/Contents.json
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@@ -0,0 +1,22 @@ | ||
{ | ||
"images" : [ | ||
{ | ||
"idiom" : "universal", | ||
"scale" : "1x" | ||
}, | ||
{ | ||
"filename" : "splash@2x.png", | ||
"idiom" : "universal", | ||
"scale" : "2x" | ||
}, | ||
{ | ||
"filename" : "splash@3x.png", | ||
"idiom" : "universal", | ||
"scale" : "3x" | ||
} | ||
], | ||
"info" : { | ||
"author" : "xcode", | ||
"version" : 1 | ||
} | ||
} |
Binary file added
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+20.9 KB
misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png
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+20.9 KB
misc/dist/ios_xcode/godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,41 @@ | ||
<?xml version="1.0" encoding="UTF-8"?> | ||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="16097" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM"> | ||
<device id="retina6_1" orientation="portrait" appearance="light"/> | ||
<dependencies> | ||
<deployment identifier="iOS"/> | ||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="16087"/> | ||
<capability name="Safe area layout guides" minToolsVersion="9.0"/> | ||
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/> | ||
</dependencies> | ||
<scenes> | ||
<!--View Controller--> | ||
<scene sceneID="EHf-IW-A2E"> | ||
<objects> | ||
<viewController id="01J-lp-oVM" sceneMemberID="viewController"> | ||
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3"> | ||
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/> | ||
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/> | ||
<subviews> | ||
<imageView clipsSubviews="YES" userInteractionEnabled="NO" contentMode="$launch_screen_image_mode" horizontalHuggingPriority="251" verticalHuggingPriority="251" image="SplashImage" translatesAutoresizingMaskIntoConstraints="NO" id="tjZ-vn-Lsv"> | ||
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/> | ||
</imageView> | ||
</subviews> | ||
<color key="backgroundColor" $launch_screen_background_color colorSpace="custom" customColorSpace="sRGB"/> | ||
<constraints> | ||
<constraint firstItem="tjZ-vn-Lsv" firstAttribute="top" secondItem="Ze5-6b-2t3" secondAttribute="top" id="Ak7-I4-yrQ"/> | ||
<constraint firstAttribute="trailing" secondItem="tjZ-vn-Lsv" secondAttribute="trailing" id="Fon-JO-5cz"/> | ||
<constraint firstItem="tjZ-vn-Lsv" firstAttribute="leading" secondItem="Ze5-6b-2t3" secondAttribute="leading" id="bkx-rj-PKc"/> | ||
<constraint firstAttribute="bottom" secondItem="tjZ-vn-Lsv" secondAttribute="bottom" id="yjq-MJ-tym"/> | ||
</constraints> | ||
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/> | ||
</view> | ||
</viewController> | ||
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/> | ||
</objects> | ||
<point key="canvasLocation" x="52.173913043478265" y="375"/> | ||
</scene> | ||
</scenes> | ||
<resources> | ||
<image name="SplashImage" width="266.66665649414062" height="200"/> | ||
</resources> | ||
</document> |
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Original file line number | Diff line number | Diff line change |
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|
@@ -57,5 +57,6 @@ | |
$interface_orientations | ||
</array> | ||
$additional_plist_content | ||
$plist_launch_screen_name | ||
</dict> | ||
</plist> |
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Default
splash.png
for the 2x and 3x size have the same 800x600 size, probably it's better to make them actually be 2x and 3x sized.There was a problem hiding this comment.
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Using same size for default
splash.png
is intentional. When I tried to use correctly sized default images - splash screen would differ from Godot’s logo on devices using@3x
, like iPhone XS. I guess it have something to do with the way logo is displayed when it’s not scaling - it uses exact image size without modifying it in any way