netfishing/ui/interface_font_controller.gd

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GDScript3
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class_name InterfaceFontController
extends Node
const STANDARD_FONT: Font = preload("res://ui/fonts/Tuffy_Bold.otf")
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const COMPACT_FILE_DIALOG_LIMIT := Vector2i(800, 600)
const COMPACT_FILE_DIALOG_MARGIN := Vector2i(12, 12)
const COMPACT_FILE_DIALOG_FONT_SIZE: int = 17
var _game_theme: Theme = preload("res://ui/game_theme.tres")
var _utility_theme: Theme
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var _compact_file_dialog_theme: Theme
func _ready() -> void:
enforce_standard_font()
_utility_theme = _game_theme.duplicate(true)
_utility_theme.default_font = STANDARD_FONT
func enforce_standard_font() -> void:
_game_theme.default_font = STANDARD_FONT
if _utility_theme != null:
_utility_theme.default_font = STANDARD_FONT
func set_readable_font_enabled(_enabled: bool) -> void:
# Compatibility seam for callers compiled against the old setting.
enforce_standard_font()
func is_readable_font_enabled() -> bool:
return true
func apply_utility_theme(themed_node: Node) -> void:
if themed_node == null:
return
if _utility_theme == null:
_utility_theme = _game_theme.duplicate(true)
_utility_theme.default_font = STANDARD_FONT
if themed_node is Control:
(themed_node as Control).theme = _utility_theme
elif themed_node is Window:
(themed_node as Window).theme = _utility_theme
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func popup_file_dialog(dialog: FileDialog) -> void:
if dialog == null or not dialog.is_inside_tree():
return
var host_window: Window = dialog.get_parent().get_window()
var host_size: Vector2i = host_window.size
var compact: bool = (
host_size.x <= COMPACT_FILE_DIALOG_LIMIT.x
or host_size.y <= COMPACT_FILE_DIALOG_LIMIT.y
)
if not compact:
apply_utility_theme(dialog)
dialog.min_size = Vector2i(200, 70)
dialog.max_size = Vector2i.ZERO
dialog.popup_centered_ratio(0.75)
return
if _compact_file_dialog_theme == null:
_compact_file_dialog_theme = _utility_theme.duplicate(true)
_compact_file_dialog_theme.default_font_size = (
COMPACT_FILE_DIALOG_FONT_SIZE
)
dialog.theme = _compact_file_dialog_theme
var available_size := Vector2i(
maxi(1, host_size.x - COMPACT_FILE_DIALOG_MARGIN.x * 2),
maxi(1, host_size.y - COMPACT_FILE_DIALOG_MARGIN.y * 2),
)
dialog.min_size = Vector2i.ZERO
dialog.max_size = available_size
dialog.popup_centered(available_size)
# FileDialog's desktop-oriented intrinsic minimum can exceed a compact
# 4:3 display. The compact font keeps its controls usable while this final
# clamp guarantees the embedded window cannot escape the physical screen.
dialog.size = available_size
if dialog.get_viewport().gui_embed_subwindows:
dialog.position = (host_size - available_size) / 2
_finalize_compact_file_dialog.call_deferred(
dialog, host_size, available_size
)
func _finalize_compact_file_dialog(
dialog: FileDialog,
host_size: Vector2i,
requested_size: Vector2i,
) -> void:
await get_tree().process_frame
if dialog == null or not dialog.visible:
return
# Embedded windows report their content origin below the title bar. Account
# for that inset after Godot has laid the window out so its bottom and right
# edges retain the same safe margin as its decorated top and left edges.
var safe_bottom_right: Vector2i = host_size - COMPACT_FILE_DIALOG_MARGIN
var fitted_size: Vector2i = requested_size
fitted_size.x -= maxi(
0, dialog.position.x + fitted_size.x - safe_bottom_right.x
)
fitted_size.y -= maxi(
0, dialog.position.y + fitted_size.y - safe_bottom_right.y
)
dialog.size = Vector2i(maxi(1, fitted_size.x), maxi(1, fitted_size.y))
func readable_font() -> Font:
return STANDARD_FONT