EditorSettings: Factor code to compute auto display scale

Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
This commit is contained in:
Rémi Verschelde 2021-06-16 14:36:09 +02:00
parent badad53438
commit f862f9a056
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GPG Key ID: C3336907360768E1
4 changed files with 31 additions and 82 deletions

View File

@ -5689,36 +5689,10 @@ EditorNode::EditorNode() {
int display_scale = EditorSettings::get_singleton()->get("interface/editor/display_scale");
switch (display_scale) {
case 0: {
case 0:
// Try applying a suitable display scale automatically.
// The code below is adapted in `editor/editor_settings.cpp` and `editor/project_manager.cpp`.
// Make sure to update those when modifying the code below.
#ifdef OSX_ENABLED
editor_set_scale(DisplayServer::get_singleton()->screen_get_max_scale());
#else
const int screen = DisplayServer::get_singleton()->window_get_current_screen();
// Use the smallest dimension to use a correct display scale on portait displays.
const int smallest_dimension = MIN(DisplayServer::get_singleton()->screen_get_size(screen).x, DisplayServer::get_singleton()->screen_get_size(screen).y);
float scale;
if (DisplayServer::get_singleton()->screen_get_dpi(screen) >= 192 && smallest_dimension >= 1400) {
// hiDPI display.
scale = 2.0;
} else if (smallest_dimension >= 1700) {
// Likely a hiDPI display, but we aren't certain due to the returned DPI.
// Use an intermediate scale to handle this situation.
scale = 1.5;
} else if (smallest_dimension <= 800) {
// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
// Icons won't look great, but this is better than having editor elements overflow from its window.
scale = 0.75;
} else {
scale = 1.0;
}
editor_set_scale(scale);
#endif
} break;
editor_set_scale(EditorSettings::get_singleton()->get_auto_display_scale());
break;
case 1:
editor_set_scale(0.75);
break;

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@ -373,30 +373,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
// Editor
_initial_set("interface/editor/display_scale", 0);
// Display what the Auto display scale setting effectively corresponds to.
// The code below is adapted in `editor/editor_node.cpp` and `editor/project_manager.cpp`.
// Make sure to update those when modifying the code below.
#ifdef OSX_ENABLED
float scale = DisplayServer::get_singleton()->screen_get_max_scale();
#else
const int screen = DisplayServer::get_singleton()->window_get_current_screen();
// Use the smallest dimension to use a correct display scale on portait displays.
const int smallest_dimension = MIN(DisplayServer::get_singleton()->screen_get_size(screen).x, DisplayServer::get_singleton()->screen_get_size(screen).y);
float scale;
if (DisplayServer::get_singleton()->screen_get_dpi(screen) >= 192 && smallest_dimension >= 1400) {
// hiDPI display.
scale = 2.0;
} else if (smallest_dimension <= 1700) {
// Likely a hiDPI display, but we aren't certain due to the returned DPI.
// Use an intermediate scale to handle this situation.
scale = 1.5;
} else if (smallest_dimension <= 800) {
// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
// Icons won't look great, but this is better than having editor elements overflow from its window.
scale = 0.75;
} else {
scale = 1.0;
}
#endif
float scale = get_auto_display_scale();
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);
_initial_set("interface/editor/custom_display_scale", 1.0f);
hints["interface/editor/custom_display_scale"] = PropertyInfo(Variant::FLOAT, "interface/editor/custom_display_scale", PROPERTY_HINT_RANGE, "0.5,3,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
@ -1447,6 +1424,29 @@ String EditorSettings::get_editor_layouts_config() const {
return EditorPaths::get_singleton()->get_config_dir().plus_file("editor_layouts.cfg");
}
float EditorSettings::get_auto_display_scale() const {
#ifdef OSX_ENABLED
return DisplayServer::get_singleton()->screen_get_max_scale();
#else
const int screen = DisplayServer::get_singleton()->window_get_current_screen();
// Use the smallest dimension to use a correct display scale on portait displays.
const int smallest_dimension = MIN(DisplayServer::get_singleton()->screen_get_size(screen).x, DisplayServer::get_singleton()->screen_get_size(screen).y);
if (DisplayServer::get_singleton()->screen_get_dpi(screen) >= 192 && smallest_dimension >= 1400) {
// hiDPI display.
return 2.0;
} else if (smallest_dimension >= 1700) {
// Likely a hiDPI display, but we aren't certain due to the returned DPI.
// Use an intermediate scale to handle this situation.
return 1.5;
} else if (smallest_dimension <= 800) {
// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
// Icons won't look great, but this is better than having editor elements overflow from its window.
return 0.75;
}
return 1.0;
#endif
}
// Shortcuts
void EditorSettings::add_shortcut(const String &p_name, Ref<Shortcut> &p_shortcut) {

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@ -174,6 +174,7 @@ public:
Vector<String> get_script_templates(const String &p_extension, const String &p_custom_path = String());
String get_editor_layouts_config() const;
float get_auto_display_scale() const;
void add_shortcut(const String &p_name, Ref<Shortcut> &p_shortcut);
bool is_shortcut(const String &p_name, const Ref<InputEvent> &p_event) const;

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@ -2400,36 +2400,10 @@ ProjectManager::ProjectManager() {
int display_scale = EditorSettings::get_singleton()->get("interface/editor/display_scale");
switch (display_scale) {
case 0: {
case 0:
// Try applying a suitable display scale automatically.
// The code below is adapted in `editor/editor_settings.cpp` and `editor/editor_node.cpp`.
// Make sure to update those when modifying the code below.
#ifdef OSX_ENABLED
editor_set_scale(DisplayServer::get_singleton()->screen_get_max_scale());
#else
const int screen = DisplayServer::get_singleton()->window_get_current_screen();
// Use the smallest dimension to use a correct display scale on portait displays.
const int smallest_dimension = MIN(DisplayServer::get_singleton()->screen_get_size(screen).x, DisplayServer::get_singleton()->screen_get_size(screen).y);
float scale;
if (DisplayServer::get_singleton()->screen_get_dpi(screen) >= 192 && smallest_dimension >= 1400) {
// hiDPI display.
scale = 2.0;
} else if (smallest_dimension >= 1700) {
// Likely a hiDPI display, but we aren't certain due to the returned DPI.
// Use an intermediate scale to handle this situation.
scale = 1.5;
} else if (smallest_dimension <= 800) {
// Small loDPI display. Use a smaller display scale so that editor elements fit more easily.
// Icons won't look great, but this is better than having editor elements overflow from its window.
scale = 0.75;
} else {
scale = 1.0;
}
editor_set_scale(scale);
#endif
} break;
editor_set_scale(EditorSettings::get_singleton()->get_auto_display_scale());
break;
case 1:
editor_set_scale(0.75);
break;