Add a project setting to disable the boot splash image

This allows disabling the boot splash image while keeping the
background color.
This commit is contained in:
Hugo Locurcio
2021-04-02 15:33:50 +02:00
parent dbef4bbd98
commit 3f34832dba
2 changed files with 23 additions and 13 deletions
+7 -3
View File
@@ -196,13 +196,17 @@
Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
</member>
<member name="application/boot_splash/image" type="String" setter="" getter="" default="&quot;&quot;">
Path to an image used as the boot splash.
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
</member>
<member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true">
If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
</member>
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).