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extends Node
const error_resolution : Vector2i = Vector2i(-1,-1)
@export
var minimum_resolution : Vector2i = Vector2i(1,1)
const _starting_resolutions : Dictionary = {
Vector2i(3840,2160): &"4K",
Vector2i(2560,1080): &"UW1080p",
Vector2i(1920,1080): &"1080p",
Vector2i(1366,768) : &"",
Vector2i(1536,864) : &"",
Vector2i(1280,720) : &"720p",
Vector2i(1440,900) : &"",
Vector2i(1600,900) : &"",
Vector2i(1024,600) : &"",
Vector2i(800,600) : &""
}
var _resolutions : Dictionary
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, _starting_resolutions[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, resolution_name : StringName = &"") -> bool:
if has_resolution(resolution_value): return true
var res_dict := { value = resolution_value }
var display_name := "%sx%s" % [resolution_value.x, resolution_value.y]
if not resolution_name.is_empty():
res_dict.name = resolution_name
display_name = "%s (%s)" % [display_name, resolution_name]
res_dict.display_name = StringName(display_name)
if resolution_value.x < minimum_resolution.x or resolution_value.y < minimum_resolution.y:
push_error("Resolution %s is smaller than minimum (%sx%s)" % [res_dict.display_name, minimum_resolution.x, minimum_resolution.y])
return false
_resolutions[resolution_value] = res_dict
return true
func get_resolution_value_list() -> Array:
var list := _resolutions.keys()
list.sort_custom(func(a, b): return a > b)
return list
func get_resolution_display_name(resolution_value : Vector2i) -> StringName:
return _resolutions.get(resolution_value, { display_name = &"unknown resolution" }).display_name
func get_resolution_value_from_string(resolution_string : String) -> Vector2i:
if not resolution_string.is_empty():
for resolution in _resolutions.values():
if resolution_string == resolution.name or resolution_string == resolution.display_name:
return resolution.value
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 window := get_viewport().get_window()
match window.mode:
Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN:
return window.content_scale_size
_:
return window.size
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 window := get_viewport().get_window()
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)
func reset_resolution() -> void:
set_resolution(get_current_resolution())
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