Handle portrait mode monitors in the automatic editor scale detection
Using the smallest dimension of the width and height makes it possible to support both landscape and portrait monitors. (cherry picked from commit728fa3ff71
) EditorSettings: Factor code to compute auto display scale Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544. (cherry picked from commitf862f9a056
)
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4 changed files with 31 additions and 76 deletions
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@ -5701,34 +5701,10 @@ EditorNode::EditorNode() {
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int display_scale = EditorSettings::get_singleton()->get("interface/editor/display_scale");
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switch (display_scale) {
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case 0: {
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case 0:
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// Try applying a suitable display scale automatically.
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// The code below is adapted in `editor/editor_settings.cpp` and `editor/project_manager.cpp`.
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// Make sure to update those when modifying the code below.
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#ifdef OSX_ENABLED
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editor_set_scale(OS::get_singleton()->get_screen_max_scale());
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#else
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const int screen = OS::get_singleton()->get_current_screen();
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float scale;
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if (OS::get_singleton()->get_screen_dpi(screen) >= 192 && OS::get_singleton()->get_screen_size(screen).y >= 1400) {
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// hiDPI display.
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scale = 2.0;
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} else if (OS::get_singleton()->get_screen_size(screen).y >= 1700) {
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// Likely a hiDPI display, but we aren't certain due to the returned DPI.
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// Use an intermediate scale to handle this situation.
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scale = 1.5;
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} else if (OS::get_singleton()->get_screen_size(screen).y <= 800) {
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// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
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// Icons won't look great, but this is better than having editor elements overflow from its window.
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scale = 0.75;
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} else {
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scale = 1.0;
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}
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editor_set_scale(scale);
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#endif
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} break;
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editor_set_scale(EditorSettings::get_singleton()->get_auto_display_scale());
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break;
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case 1:
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editor_set_scale(0.75);
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break;
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@ -309,28 +309,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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// Editor
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_initial_set("interface/editor/display_scale", 0);
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// Display what the Auto display scale setting effectively corresponds to.
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// The code below is adapted in `editor/editor_node.cpp` and `editor/project_manager.cpp`.
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// Make sure to update those when modifying the code below.
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#ifdef OSX_ENABLED
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float scale = OS::get_singleton()->get_screen_max_scale();
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#else
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const int screen = OS::get_singleton()->get_current_screen();
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float scale;
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if (OS::get_singleton()->get_screen_dpi(screen) >= 192 && OS::get_singleton()->get_screen_size(screen).y >= 1400) {
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// hiDPI display.
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scale = 2.0;
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} else if (OS::get_singleton()->get_screen_size(screen).y >= 1700) {
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// Likely a hiDPI display, but we aren't certain due to the returned DPI.
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// Use an intermediate scale to handle this situation.
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scale = 1.5;
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} else if (OS::get_singleton()->get_screen_size(screen).y <= 800) {
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// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
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// Icons won't look great, but this is better than having editor elements overflow from its window.
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scale = 0.75;
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} else {
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scale = 1.0;
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}
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#endif
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float scale = get_auto_display_scale();
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hints["interface/editor/display_scale"] = PropertyInfo(Variant::INT, "interface/editor/display_scale", PROPERTY_HINT_ENUM, vformat("Auto (%d%%),75%%,100%%,125%%,150%%,175%%,200%%,Custom", Math::round(scale * 100)), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("interface/editor/custom_display_scale", 1.0f);
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hints["interface/editor/custom_display_scale"] = PropertyInfo(Variant::REAL, "interface/editor/custom_display_scale", PROPERTY_HINT_RANGE, "0.5,3,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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@ -1482,6 +1461,29 @@ String EditorSettings::get_editor_layouts_config() const {
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return get_settings_dir().plus_file("editor_layouts.cfg");
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}
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float EditorSettings::get_auto_display_scale() const {
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#ifdef OSX_ENABLED
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return OS::get_singleton()->get_screen_max_scale();
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#else
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const int screen = OS::get_singleton()->get_current_screen();
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// Use the smallest dimension to use a correct display scale on portait displays.
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const int smallest_dimension = MIN(OS::get_singleton()->get_screen_size(screen).x, OS::get_singleton()->get_screen_size(screen).y);
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if (OS::get_singleton()->get_screen_dpi(screen) >= 192 && smallest_dimension >= 1400) {
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// hiDPI display.
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return 2.0;
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} else if (smallest_dimension >= 1700) {
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// Likely a hiDPI display, but we aren't certain due to the returned DPI.
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// Use an intermediate scale to handle this situation.
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return 1.5;
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} else if (smallest_dimension <= 800) {
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// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
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// Icons won't look great, but this is better than having editor elements overflow from its window.
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return 0.75;
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}
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return 1.0;
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#endif
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}
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// Shortcuts
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void EditorSettings::add_shortcut(const String &p_name, Ref<ShortCut> &p_shortcut) {
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@ -189,6 +189,7 @@ public:
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Vector<String> get_script_templates(const String &p_extension, const String &p_custom_path = String());
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String get_editor_layouts_config() const;
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float get_auto_display_scale() const;
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void add_shortcut(const String &p_name, Ref<ShortCut> &p_shortcut);
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bool is_shortcut(const String &p_name, const Ref<InputEvent> &p_event) const;
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@ -2363,34 +2363,10 @@ ProjectManager::ProjectManager() {
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float custom_display_scale = EditorSettings::get_singleton()->get("interface/editor/custom_display_scale");
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switch (display_scale) {
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case 0: {
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case 0:
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// Try applying a suitable display scale automatically.
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// The code below is adapted in `editor/editor_settings.cpp` and `editor/editor_node.cpp`.
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// Make sure to update those when modifying the code below.
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#ifdef OSX_ENABLED
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editor_set_scale(OS::get_singleton()->get_screen_max_scale());
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#else
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const int screen = OS::get_singleton()->get_current_screen();
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float scale;
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if (OS::get_singleton()->get_screen_dpi(screen) >= 192 && OS::get_singleton()->get_screen_size(screen).y >= 1400) {
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// hiDPI display.
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scale = 2.0;
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} else if (OS::get_singleton()->get_screen_size(screen).y >= 1700) {
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// Likely a hiDPI display, but we aren't certain due to the returned DPI.
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// Use an intermediate scale to handle this situation.
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scale = 1.5;
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} else if (OS::get_singleton()->get_screen_size(screen).y <= 800) {
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// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
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// Icons won't look great, but this is better than having editor elements overflow from its window.
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scale = 0.75;
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} else {
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scale = 1.0;
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}
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editor_set_scale(scale);
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#endif
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} break;
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editor_set_scale(EditorSettings::get_singleton()->get_auto_display_scale());
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break;
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case 1:
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editor_set_scale(0.75);
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break;
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