Window transparency support on Android

Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
This commit is contained in:
PouleyKetchoupp 2021-08-06 17:10:28 -07:00
parent 1cbb1f2796
commit 52fdb4ece9
7 changed files with 28 additions and 7 deletions

View file

@ -970,10 +970,10 @@
If [code]true[/code], the window is minimized. If [code]true[/code], the window is minimized.
</member> </member>
<member name="window_per_pixel_transparency_enabled" type="bool" setter="set_window_per_pixel_transparency_enabled" getter="get_window_per_pixel_transparency_enabled" default="false"> <member name="window_per_pixel_transparency_enabled" type="bool" setter="set_window_per_pixel_transparency_enabled" getter="get_window_per_pixel_transparency_enabled" default="false">
If [code]true[/code], the window background is transparent and window frame is removed. If [code]true[/code], the window background is transparent and the window frame is removed.
Use [code]get_tree().get_root().set_transparent_background(true)[/code] to disable main viewport background rendering. Use [code]get_tree().get_root().set_transparent_background(true)[/code] to disable main viewport background rendering.
[b]Note:[/b] This property has no effect if [b]Project &gt; Project Settings &gt; Display &gt; Window &gt; Per-pixel transparency &gt; Allowed[/b] setting is disabled. [b]Note:[/b] This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled.
[b]Note:[/b] This property is implemented on HTML5, Linux, macOS and Windows. [b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can't be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.
</member> </member>
<member name="window_position" type="Vector2" setter="set_window_position" getter="get_window_position" default="Vector2( 0, 0 )"> <member name="window_position" type="Vector2" setter="set_window_position" getter="get_window_position" default="Vector2( 0, 0 )">
The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right. The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.

View file

@ -447,10 +447,14 @@
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member> </member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false"> <member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance, so leave it on [code]false[/code] unless you need it. If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member> </member>
<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="" default="false"> <member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="" default="false">
Sets the window background to transparent when it starts. Sets the window background to transparent when it starts.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member> </member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false"> <member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top. Forces the main window to be always on top.

View file

@ -2552,6 +2552,11 @@ void EditorExportPlatformAndroid::get_command_line_flags(const Ref<EditorExportP
command_line_strings.push_back("--debug_opengl"); command_line_strings.push_back("--debug_opengl");
} }
bool translucent = ProjectSettings::get_singleton()->get("display/window/per_pixel_transparency/enabled");
if (translucent) {
command_line_strings.push_back("--translucent");
}
if (command_line_strings.size()) { if (command_line_strings.size()) {
r_command_line_flags.resize(4); r_command_line_flags.resize(4);
encode_uint32(command_line_strings.size(), &r_command_line_flags.write[0]); encode_uint32(command_line_strings.size(), &r_command_line_flags.write[0]);

View file

@ -130,6 +130,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
private boolean use_32_bits = false; private boolean use_32_bits = false;
private boolean use_immersive = false; private boolean use_immersive = false;
private boolean use_debug_opengl = false; private boolean use_debug_opengl = false;
private boolean translucent = false;
private boolean mStatePaused; private boolean mStatePaused;
private boolean activityResumed; private boolean activityResumed;
private int mState; private int mState;
@ -357,7 +358,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
// ...add to FrameLayout // ...add to FrameLayout
containerLayout.addView(edittext); containerLayout.addView(edittext);
mView = new GodotView(activity, this, xrMode, use_gl3, use_32_bits, use_debug_opengl); mView = new GodotView(activity, this, xrMode, use_gl3, use_32_bits, use_debug_opengl, translucent);
containerLayout.addView(mView, new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT)); containerLayout.addView(mView, new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT));
edittext.setView(mView); edittext.setView(mView);
io.setEdit(edittext); io.setEdit(edittext);
@ -608,6 +609,8 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
use_32_bits = true; use_32_bits = true;
} else if (command_line[i].equals("--debug_opengl")) { } else if (command_line[i].equals("--debug_opengl")) {
use_debug_opengl = true; use_debug_opengl = true;
} else if (command_line[i].equals("--translucent")) {
translucent = true;
} else if (command_line[i].equals("--use_immersive")) { } else if (command_line[i].equals("--use_immersive")) {
use_immersive = true; use_immersive = true;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.KITKAT) { // check if the application runs on an android 4.4+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.KITKAT) { // check if the application runs on an android 4.4+

View file

@ -76,7 +76,7 @@ public class GodotView extends GLSurfaceView {
private final GodotRenderer godotRenderer; private final GodotRenderer godotRenderer;
public GodotView(Context context, Godot godot, XRMode xrMode, boolean p_use_gl3, public GodotView(Context context, Godot godot, XRMode xrMode, boolean p_use_gl3,
boolean p_use_32_bits, boolean p_use_debug_opengl) { boolean p_use_32_bits, boolean p_use_debug_opengl, boolean p_translucent) {
super(context); super(context);
GLUtils.use_gl3 = p_use_gl3; GLUtils.use_gl3 = p_use_gl3;
GLUtils.use_32 = p_use_32_bits; GLUtils.use_32 = p_use_32_bits;
@ -86,7 +86,8 @@ public class GodotView extends GLSurfaceView {
this.inputHandler = new GodotInputHandler(this); this.inputHandler = new GodotInputHandler(this);
this.detector = new GestureDetector(context, new GodotGestureHandler(this)); this.detector = new GestureDetector(context, new GodotGestureHandler(this));
this.godotRenderer = new GodotRenderer(); this.godotRenderer = new GodotRenderer();
init(xrMode, false, 16, 0);
init(xrMode, p_translucent, 16, 0);
} }
public void initInputDevices() { public void initInputDevices() {
@ -139,6 +140,7 @@ public class GodotView extends GLSurfaceView {
* is interpreted as any 32-bit surface with alpha by SurfaceFlinger. * is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
*/ */
if (translucent) { if (translucent) {
this.setZOrderOnTop(true);
this.getHolder().setFormat(PixelFormat.TRANSLUCENT); this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
} }

View file

@ -161,6 +161,8 @@ Error OS_Android::initialize(const VideoMode &p_desired, int p_video_driver, int
} }
} }
transparency_enabled = p_desired.layered;
if (gl_initialization_error) { if (gl_initialization_error) {
OS::get_singleton()->alert("Your device does not support any of the supported OpenGL versions.\n" OS::get_singleton()->alert("Your device does not support any of the supported OpenGL versions.\n"
"Please try updating your Android version.", "Please try updating your Android version.",

View file

@ -66,6 +66,8 @@ class OS_Android : public OS_Unix {
int video_driver_index; int video_driver_index;
bool transparency_enabled = false;
public: public:
// functions used by main to initialize/deinitialize the OS // functions used by main to initialize/deinitialize the OS
virtual int get_video_driver_count() const; virtual int get_video_driver_count() const;
@ -150,6 +152,9 @@ public:
virtual String get_model_name() const; virtual String get_model_name() const;
virtual int get_screen_dpi(int p_screen = 0) const; virtual int get_screen_dpi(int p_screen = 0) const;
virtual bool get_window_per_pixel_transparency_enabled() const { return transparency_enabled; }
virtual void set_window_per_pixel_transparency_enabled(bool p_enabled) { ERR_FAIL_MSG("Setting per-pixel transparency is not supported at runtime, please set it in project settings instead."); }
virtual String get_unique_id() const; virtual String get_unique_id() const;
virtual String get_system_dir(SystemDir p_dir, bool p_shared_storage = true) const; virtual String get_system_dir(SystemDir p_dir, bool p_shared_storage = true) const;