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