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High DPI Support #227
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All theme assets are in scene\resources\default_theme folder~~~ |
I unfortunately don't have the original assets, anyone would have to contribute all the icons again |
Thanks Reduz, I've already started working on the assets in the folder sanikoyes mentioned, I'm about 70% done. What would be the best way to implement the theme? So far I created a new method OS::get_singleton()->get_points_per_pixel() which I've implemented on OS X, otherwise it just returns 1. Then I check it in make_default_theme() and use the high res textures for the style boxes and double their margins. Is there a better way I could be doing this? I've seen you say a couple of times that implementing it should be relatively easy. |
Thanks for your work on this! Is it possible to expose this on the settings screen so it can be changed if not detected correctly? I'm thinking of the case of Linux where, more often than not, the screen density is not reported correctly. |
It's likely not too difficult to implement HiDPI if all the icons in On Sat, Oct 24, 2015 at 1:14 PM, Brandon DeRosier [email protected]
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by test i mean detect resolution, etc. I seriously need a hidpi monitor to On Sat, Oct 24, 2015 at 5:42 PM, Juan Linietsky [email protected] wrote:
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Where I live, a 4k monitor is about 1500usd On Sat, Oct 24, 2015 at 5:43 PM, Juan Linietsky [email protected] wrote:
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Related to #20 which seems to be Retina-focused. Not closing as a duplicate just yet as I'm not sure if general HDPI support and Retina support have the exact same solution. |
See also a hi-res artwork collection for the UI here: #264 |
As a temporary fix while we wait for full support you can at least make the text readable by generating larger .fnt font files in godot and setting the global and text editor fonts. I've been using dejavu sans 24pt for global and dejavu sans mono 28 pt for the text editor with decent success. The only issue this creates is that some of the text in popups goes outside of the bounds of the popup window. But pretty much everything is still readable/usable. |
I subscribe, it is really important. |
+1 for important |
I think a hidpi setting is also useful for people using Godot on a Steam Machine-like setup (sitting on a couch, looking at a TV). I do this a lot, and for the most part, using larger fonts works well. But some parts of the UI are messed up, like when I go to make a new project for example, some buttons disappear behind text entry fields. You can see what I mean in this vid: https://dl.dropboxusercontent.com/u/17898384/godothidpi.mp4 PS: calumk?! Good to see you're around the Godot world, still! |
For menus that get cut off, I just tab into the obscured buttons. In the case of the new project menu, I just hit tab a couple of times then enter. Not an ideal solution, but a solution nonetheless. |
We'll be getting a macboocpro soon, so we´ll be able to hack on this On Sun, Feb 28, 2016 at 9:12 PM, mcanders [email protected] wrote:
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@mcanders I know how to use Tab. That works, obviously, but it's still trial and error as the buttons are usually hidden behind other stuff, and so I can't even see which button is which. Look at the video for an example. Which button is Create, and which one is Cancel? I can tell you I have hit Cancel several times. It's not a major issue in this particular dialog, but there are others in other parts of the editor where it is a lot more of a problem, and hitting the wrong button or option blindly isn't going to be a good time. |
+1 plz ! |
Done by 9b1f823! 🎉 |
Is there linux support yet or some way to force the dpi? I just built godot and there aren't any changes as far as I can tell on my 2880x1800 retina macbook pro running arch/gnome. However manually scaling up fonts using the recent DynamicFont additions has helped tremendously. |
I see no code for hidpi support for anything but OSX. This issue should be On Thu, Jun 2, 2016 at 9:55 PM, mcanders [email protected] wrote:
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There is Windows hidpi code, the Linux one is a PR, will be merged soon (i On Thu, Jun 2, 2016 at 11:01 PM, Dana Olson [email protected]
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detecting DPI on linux is kind of tricky because the XRandR extensions are On Thu, Jun 2, 2016 at 11:10 PM, Juan Linietsky [email protected] wrote:
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The PR is #4905 (I thought it was merged already). So reopening until the Linux part is implemented 😞 |
Cool. I left my two cents. Its definitely an interesting problem. |
Last resort can be an editor setting and/or cli flag. |
maybe this can be closed now |
oh true |
Closing this as #4905 is merged now 🎉 |
I understand that the problem has been resolved for Linux? Someone have tested on Linux? |
It works mostly great on Archlinux with latest godot from git, kudos! Opened the only issue I could find: |
[backport] Assorted fixes
I'd like to look into supporting High DPI displays, in particular "Retina" on OS X.
Does anyone at Okam have access to the original artwork for the default UI theme? It would assist with creating higher resolution assets.
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