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[Editor] Add editor setting to globally override project game mode settings.
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@ -1136,6 +1136,9 @@
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- [b]Launch in PiP mode[/b] will launch the Play window directly in picture-in-picture (PiP) mode if PiP mode is supported and enabled. When maximized, the Play window will occupy the same window as the Editor.
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[b]Note:[/b] Only available in the Android editor.
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</member>
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<member name="run/window_placement/game_embed_mode" type="int" setter="" getter="">
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Overrides game embedding setting for all newly opened projects. If enabled, game embedding settings are not saved.
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</member>
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<member name="run/window_placement/play_window_pip_mode" type="int" setter="" getter="">
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Specifies the picture-in-picture (PiP) mode for the Play window.
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- [b]Disabled:[/b] PiP is disabled for the Play window.
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@ -940,6 +940,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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String android_window_hints = "Auto (based on screen size):0,Same as Editor:1,Side-by-side with Editor:2,Launch in PiP mode:3";
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EDITOR_SETTING_BASIC(Variant::INT, PROPERTY_HINT_ENUM, "run/window_placement/android_window", 0, android_window_hints)
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EDITOR_SETTING_BASIC(Variant::INT, PROPERTY_HINT_ENUM, "run/window_placement/game_embed_mode", 0, "Use Per-Project Configuration:0,Embed Game:1,Make Game Workspace Floating:2,Disabled:3");
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int default_play_window_pip_mode = 0;
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#ifdef ANDROID_ENABLED
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default_play_window_pip_mode = 2;
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@ -401,11 +401,17 @@ void GameView::_embed_options_menu_menu_id_pressed(int p_id) {
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switch (p_id) {
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case EMBED_RUN_GAME_EMBEDDED: {
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embed_on_play = !embed_on_play;
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EditorSettings::get_singleton()->set_project_metadata("game_view", "embed_on_play", embed_on_play);
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int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
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if (game_mode == 0) { // Save only if not overridden by editor.
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EditorSettings::get_singleton()->set_project_metadata("game_view", "embed_on_play", embed_on_play);
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}
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} break;
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case EMBED_MAKE_FLOATING_ON_PLAY: {
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make_floating_on_play = !make_floating_on_play;
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EditorSettings::get_singleton()->set_project_metadata("game_view", "make_floating_on_play", make_floating_on_play);
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int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
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if (game_mode == 0) { // Save only if not overridden by editor.
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EditorSettings::get_singleton()->set_project_metadata("game_view", "make_floating_on_play", make_floating_on_play);
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}
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} break;
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}
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_update_embed_menu_options();
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@ -585,9 +591,27 @@ void GameView::_notification(int p_what) {
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case NOTIFICATION_READY: {
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if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
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// Embedding available.
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embed_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_on_play", true);
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make_floating_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "make_floating_on_play", true);
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int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
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switch (game_mode) {
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case 1: { // Embed.
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embed_on_play = true;
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make_floating_on_play = false;
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} break;
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case 2: { // Floating.
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embed_on_play = true;
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make_floating_on_play = true;
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} break;
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case 3: { // Disabled.
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embed_on_play = false;
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make_floating_on_play = false;
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} break;
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default: {
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embed_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_on_play", true);
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make_floating_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "make_floating_on_play", true);
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} break;
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}
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embed_size_mode = (EmbedSizeMode)(int)EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_size_mode", SIZE_MODE_FIXED);
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keep_aspect_button->set_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "keep_aspect", true));
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_update_embed_menu_options();
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EditorRunBar::get_singleton()->connect("play_pressed", callable_mp(this, &GameView::_play_pressed));
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