[TextServer] Use round
instead of floor
for hex code box size calculation to better match font size.
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1 changed files with 2 additions and 2 deletions
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@ -482,7 +482,7 @@ void TextServer::_bind_methods() {
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Vector2 TextServer::get_hex_code_box_size(int p_size, char32_t p_index) const {
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Vector2 TextServer::get_hex_code_box_size(int p_size, char32_t p_index) const {
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int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
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int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
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int sp = MAX(0, w - 1);
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int sp = MAX(0, w - 1);
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int sz = MAX(1, p_size / 15);
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int sz = MAX(1, Math::round(p_size / 15.f));
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return Vector2(4 + 3 * w + sp + 1, 15) * sz;
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return Vector2(4 + 3 * w + sp + 1, 15) * sz;
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}
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}
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@ -520,7 +520,7 @@ void TextServer::draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_po
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int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
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int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
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int sp = MAX(0, w - 1);
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int sp = MAX(0, w - 1);
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int sz = MAX(1, p_size / 15);
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int sz = MAX(1, Math::round(p_size / 15.f));
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Size2 size = Vector2(4 + 3 * w + sp, 15) * sz;
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Size2 size = Vector2(4 + 3 * w + sp, 15) * sz;
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Point2 pos = p_pos - Point2i(0, size.y * 0.85);
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Point2 pos = p_pos - Point2i(0, size.y * 0.85);
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