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[iOS] Add support for dark and tinted icon versions. #97789

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merged 1 commit into from
Oct 4, 2024

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@bruvzg bruvzg commented Oct 3, 2024

Updates icon list and adds support for new iOS 18 dark and tinted icons.

Screenshot 2024-10-03 at 23 42 56

main/main.cpp Outdated
Comment on lines 3173 to 3174
GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/config/icon_dark", PROPERTY_HINT_FILE, "*.png,*.bmp,*.hdr,*.jpg,*.jpeg,*.svg,*.tga,*.exr,*.webp"), String());
GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/config/icon_tinted", PROPERTY_HINT_FILE, "*.png,*.bmp,*.hdr,*.jpg,*.jpeg,*.svg,*.tga,*.exr,*.webp"), String());
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Since these are only used for iOS, I would suggest putting them in the iOS export preset instead. We can still have logic so that all the specific advanced cuts can be inferred from a "base icon" that would be a non-advanced setting in the export preset.

If other platforms start having support for this kind of dark/tinted icons, then we could refactor and put it in the project settings, but for now I'd keep it local (like we've done for Android in #97517 for example).

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@bruvzg bruvzg Oct 4, 2024

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Removed for project settings and added generic base icon to the export profile to generate the rest, also move all except base 1024x1024 and App Store (have different requirements) to advance settings (it was too cluttered, and usually it's the same rescaled icon anyway).

Screenshot 2024-10-04 at 12 26 50

@akien-mga akien-mga merged commit 3576e84 into godotengine:master Oct 4, 2024
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Thanks!

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Add export options for iOS 18 dark and tinted icons
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