Finalize Player Menu and UI scaling

This commit is contained in:
Alexander Sellite 2026-07-29 10:53:46 -04:00
parent 5af84eaf47
commit 3900b46618
17 changed files with 1002 additions and 322 deletions

View file

@ -2,6 +2,9 @@ class_name UIPixelationPresenter
extends SubViewportContainer
const MIN_UI_VIEWPORT_SIZE: Vector2i = Vector2i(256, 180)
const UIReferencePresentationType = preload(
"res://ui/ui_reference_presentation.gd"
)
signal effective_pixel_size_changed(
requested_pixel_size: int,
@ -68,25 +71,35 @@ func _resize_presentation() -> void:
var root_size: Vector2i = get_window().size
if root_size.x <= 0 or root_size.y <= 0:
return
var display_size := Vector2(root_size)
var reference_scale: float = (
UIReferencePresentationType.get_scale(display_size)
)
var previous_effective_size: int = _effective_pixel_size
_effective_pixel_size = _resolve_effective_pixel_size(root_size)
var viewport_size: Vector2i = PlayerSettings.get_ui_render_size(
_effective_pixel_size = _resolve_effective_pixel_size(reference_scale)
var render_height: int = _get_render_height(
_effective_pixel_size,
root_size
reference_scale,
)
var render_scale: float = minf(
1.0,
float(viewport_size.y) / float(root_size.y)
var render_scale: float = (
float(render_height)
/ UIReferencePresentationType.REFERENCE_SIZE.y
)
var viewport_size := Vector2i(
roundi(
UIReferencePresentationType.REFERENCE_SIZE.x
* render_scale
),
render_height,
)
var presentation_size: Vector2 = Vector2(viewport_size) / render_scale
set_anchors_preset(Control.PRESET_TOP_LEFT)
position = (Vector2(root_size) - presentation_size) * 0.5
position = UIReferencePresentationType.get_offset(display_size)
size = Vector2(viewport_size)
scale = Vector2.ONE / render_scale
scale = Vector2.ONE * (reference_scale / render_scale)
stretch_shrink = 1
_ui_root.position = Vector2.ZERO
_ui_root.scale = Vector2.ONE * render_scale
_ui_root.size = Vector2(root_size)
_ui_root.size = UIReferencePresentationType.REFERENCE_SIZE
if (
previous_effective_size != _effective_pixel_size
or _requested_pixel_size != _effective_pixel_size
@ -97,11 +110,36 @@ func _resize_presentation() -> void:
)
func _resolve_effective_pixel_size(root_size: Vector2i) -> int:
func _get_render_height(pixel_size: int, reference_scale: float) -> int:
var displayed_canvas_height: int = maxi(
1,
roundi(
UIReferencePresentationType.REFERENCE_SIZE.y
* reference_scale
),
)
if pixel_size == PlayerSettings.MIN_UI_PIXEL_SIZE:
return displayed_canvas_height
var target_height: int = PlayerSettings.get_ui_render_height(
pixel_size,
roundi(UIReferencePresentationType.REFERENCE_SIZE.y),
)
return mini(displayed_canvas_height, target_height)
func _resolve_effective_pixel_size(reference_scale: float) -> int:
for candidate: int in range(_requested_pixel_size, 0, -1):
var candidate_size: Vector2i = PlayerSettings.get_ui_render_size(
var candidate_height: int = _get_render_height(
candidate,
root_size
reference_scale,
)
var candidate_size := Vector2i(
roundi(
UIReferencePresentationType.REFERENCE_SIZE.x
* float(candidate_height)
/ UIReferencePresentationType.REFERENCE_SIZE.y
),
candidate_height,
)
if (
candidate_size.x >= MIN_UI_VIEWPORT_SIZE.x