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extends Node
const error_guiscale : float = -1.0
@export
var minimum_guiscale : float = 0.1
const _starting_guiscales : Dictionary = {
float(0.5) : &"0.5x",
float(0.75): &"0.75x",
float(1) : &"1x",
float(1.5) : &"1.5x",
float(2) : &"2x",
}
var _guiscales: Dictionary
#Similar to Resolution.gd, but we don't bother checking for strings from files
#and we have floats instead of vector2 integers
func _ready() -> void:
assert(minimum_guiscale > 0, "Minimum gui scale must be positive")
for guiscale_value : float in _starting_guiscales:
add_guiscale(guiscale_value, _starting_guiscales[guiscale_value])
assert(not _guiscales.is_empty(), "No valid starting gui scales!")
func has_guiscale(guiscale_value : float) -> bool:
return guiscale_value in _guiscales
func add_guiscale(guiscale_value: float, guiscale_name: StringName=&"") -> bool:
if has_guiscale(guiscale_value): return true
var scale_dict := { value = guiscale_value }
if not guiscale_name.is_empty():
scale_dict.display_name = guiscale_name
else:
scale_dict.display_name = StringName("%sx" % guiscale_value)
if guiscale_value < minimum_guiscale:
push_error("GUI scale %s is smaller than the minimum %s" % [scale_dict.display_name, minimum_guiscale])
return false
_guiscales[guiscale_value] = scale_dict
return true
#returns floats
func get_guiscale_value_list() -> Array:
var list := _guiscales.keys()
list.sort_custom(func(a : float, b : float) -> bool: return a > b)
return list
func get_guiscale_display_name(guiscale_value : float) -> StringName:
return _guiscales.get(guiscale_value, {display_name = &"unknown gui scale"}).display_name
func get_current_guiscale() -> float:
return get_tree().root.content_scale_factor
func set_guiscale(guiscale:float) -> void:
print("New GUI scale: %f" % guiscale)
if not has_guiscale(guiscale):
push_warning("Setting GUI Scale to non-standard value %sx" % [guiscale])
get_tree().root.content_scale_factor = guiscale
func reset_guiscale() -> void:
set_guiscale(get_current_guiscale())
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