extends Node signal resolution_added(value : Vector2i) const error_resolution : Vector2i = Vector2i(-1,-1) @export var minimum_resolution : Vector2i = Vector2i(1,1) const _starting_resolutions : Array[Vector2i] = [ Vector2i(3840,2160), Vector2i(2560,1080), Vector2i(1920,1080), Vector2i(1366,768), Vector2i(1536,864), Vector2i(1280,720), Vector2i(1440,900), Vector2i(1600,900), Vector2i(1024,600), Vector2i(800,600) ] var _resolutions : Array[Vector2i] const _regex_pattern : String = "(\\d+)\\s*[xX,]\\s*(\\d+)" var _regex : RegEx func _ready(): assert(minimum_resolution.x > 0 and minimum_resolution.y > 0, "Minimum resolution must be positive!") for resolution_value in _starting_resolutions: add_resolution(resolution_value) assert(not _resolutions.is_empty(), "No valid starting resolutions!") _regex = RegEx.new() var err := _regex.compile(_regex_pattern) assert(err == OK, "Resolution RegEx failed to compile!") func has_resolution(resolution_value : Vector2i) -> bool: return resolution_value in _resolutions func add_resolution(resolution_value : Vector2i) -> bool: if has_resolution(resolution_value): return true if resolution_value.x < minimum_resolution.x or resolution_value.y < minimum_resolution.y: push_error("Resolution %dx%d is smaller than minimum (%dx%d)" % [resolution_value.x, resolution_value.y, minimum_resolution.x, minimum_resolution.y]) return false _resolutions.append(resolution_value) resolution_added.emit(resolution_value) return true func get_resolution_value_list() -> Array[Vector2i]: var list : Array[Vector2i] = [] # Return a sorted copy instead of a reference to the private array list.append_array(_resolutions) list.sort_custom(func(a, b): return a > b) return list func get_resolution_value_from_string(resolution_string : String) -> Vector2i: if not resolution_string.is_empty(): var result := _regex.search(resolution_string) if result: return Vector2i(result.get_string(1).to_int(), result.get_string(2).to_int()) return error_resolution func get_current_resolution() -> Vector2i: var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: match window.mode: Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN: return window.content_scale_size _: return window.size push_error("Trying to get resolution before window exists!") return error_resolution func set_resolution(resolution : Vector2i) -> void: if not has_resolution(resolution): push_warning("Setting resolution to non-standard value %sx%s" % [resolution.x, resolution.y]) var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: match window.mode: Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN: window.content_scale_size = resolution _: window.size = resolution window.content_scale_size = Vector2i(0,0) return push_error("Trying to set resolution before window exists!") func get_current_window_mode() -> Window.Mode: var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: return window.mode push_error("Trying to get window mode before it exists!") return Window.MODE_WINDOWED func set_window_mode(mode : Window.Mode) -> void: var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: var current_resolution := get_current_resolution() var current_monitor := window.current_screen window.mode = mode window.current_screen = current_monitor set_resolution(current_resolution) return push_error("Trying to set window mode before it exists!") func get_current_monitor() -> int: var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: return window.current_screen push_error("Trying to get monitor index before window exists!") return 0 func set_monitor(index : int) -> void: var viewport := get_viewport() if viewport != null: var window := viewport.get_window() if window != null: window.current_screen = index return push_error("Trying to set monitor index before window exists!")