netfishing/ui/ui_pixelation_presenter.gd

111 lines
2.9 KiB
GDScript

class_name UIPixelationPresenter
extends SubViewportContainer
const MIN_UI_VIEWPORT_SIZE: Vector2i = Vector2i(256, 180)
signal effective_pixel_size_changed(
requested_pixel_size: int,
effective_pixel_size: int,
)
@onready var _ui_viewport: SubViewport = $UIViewport
@onready var _ui_root: Control = $UIViewport/GameUI/UIRoot
var _requested_pixel_size: int = PlayerSettings.DEFAULT_UI_PIXEL_SIZE
var _effective_pixel_size: int = PlayerSettings.DEFAULT_UI_PIXEL_SIZE
var _gameplay_active: bool = false
var _interactive_ui_open: bool = false
func _ready() -> void:
var root_viewport: Viewport = get_viewport()
root_viewport.size_changed.connect(_resize_presentation)
_resize_presentation()
func set_pixel_size(pixel_size: int) -> void:
_requested_pixel_size = clampi(
pixel_size,
PlayerSettings.MIN_UI_PIXEL_SIZE,
PlayerSettings.MAX_UI_PIXEL_SIZE
)
_resize_presentation()
func get_requested_pixel_size() -> int:
return _requested_pixel_size
func get_effective_pixel_size() -> int:
return _effective_pixel_size
func get_ui_viewport_size() -> Vector2i:
return _ui_viewport.size
func set_gameplay_active(active: bool) -> void:
_gameplay_active = active
_refresh_mouse_filter()
func set_interactive_ui_open(is_open: bool) -> void:
_interactive_ui_open = is_open
_refresh_mouse_filter()
func _refresh_mouse_filter() -> void:
mouse_filter = (
Control.MOUSE_FILTER_STOP
if not _gameplay_active or _interactive_ui_open
else Control.MOUSE_FILTER_IGNORE
)
func _resize_presentation() -> void:
if not is_node_ready():
return
var root_size: Vector2i = get_window().size
if root_size.x <= 0 or root_size.y <= 0:
return
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,
root_size
)
var render_scale: float = minf(
1.0,
float(viewport_size.y) / float(root_size.y)
)
var presentation_size: Vector2 = Vector2(viewport_size) / render_scale
set_anchors_preset(Control.PRESET_TOP_LEFT)
position = (Vector2(root_size) - presentation_size) * 0.5
size = Vector2(viewport_size)
scale = Vector2.ONE / render_scale
stretch_shrink = 1
_ui_root.position = Vector2.ZERO
_ui_root.scale = Vector2.ONE * render_scale
_ui_root.size = Vector2(root_size)
if (
previous_effective_size != _effective_pixel_size
or _requested_pixel_size != _effective_pixel_size
):
effective_pixel_size_changed.emit(
_requested_pixel_size,
_effective_pixel_size
)
func _resolve_effective_pixel_size(root_size: Vector2i) -> int:
for candidate: int in range(_requested_pixel_size, 0, -1):
var candidate_size: Vector2i = PlayerSettings.get_ui_render_size(
candidate,
root_size
)
if (
candidate_size.x >= MIN_UI_VIEWPORT_SIZE.x
and candidate_size.y >= MIN_UI_VIEWPORT_SIZE.y
):
return candidate
return PlayerSettings.MIN_UI_PIXEL_SIZE