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High DPI Support #227

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jlemselle opened this issue Mar 26, 2014 · 32 comments
Closed

High DPI Support #227

jlemselle opened this issue Mar 26, 2014 · 32 comments

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@jlemselle
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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.

@sanikoyes
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All theme assets are in scene\resources\default_theme folder~~~

@reduz
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reduz commented Apr 5, 2014

I unfortunately don't have the original assets, anyone would have to contribute all the icons again

@jlemselle
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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.

@cesarizu
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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.

@bdero
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bdero commented Oct 24, 2015

+1 for this. Here's a screenshot of godot in gnome3 on a macbook:

@reduz
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reduz commented Oct 24, 2015

It's likely not too difficult to implement HiDPI if all the icons in
tools/editor/icons are fixed and upscaled to look nice in hd, problem is
i'm not able to test, only make it look big..

On Sat, Oct 24, 2015 at 1:14 PM, Brandon DeRosier [email protected]
wrote:

+1 for this. Here's a screenshot of godot in gnome3 on a macbook:

https://camo.githubusercontent.com/2f310e19a5e1c7be3abd4f57d5250f8f7c14ae76/687474703a2f2f692e696d6775722e636f6d2f61367859694c432e706e67


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@reduz
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reduz commented Oct 24, 2015

by test i mean detect resolution, etc. I seriously need a hidpi monitor to
test this

On Sat, Oct 24, 2015 at 5:42 PM, Juan Linietsky [email protected] wrote:

It's likely not too difficult to implement HiDPI if all the icons in
tools/editor/icons are fixed and upscaled to look nice in hd, problem is
i'm not able to test, only make it look big..

On Sat, Oct 24, 2015 at 1:14 PM, Brandon DeRosier <
[email protected]> wrote:

+1 for this. Here's a screenshot of godot in gnome3 on a macbook:

https://camo.githubusercontent.com/2f310e19a5e1c7be3abd4f57d5250f8f7c14ae76/687474703a2f2f692e696d6775722e636f6d2f61367859694c432e706e67


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@reduz
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reduz commented Oct 24, 2015

Where I live, a 4k monitor is about 1500usd

On Sat, Oct 24, 2015 at 5:43 PM, Juan Linietsky [email protected] wrote:

by test i mean detect resolution, etc. I seriously need a hidpi monitor to
test this

On Sat, Oct 24, 2015 at 5:42 PM, Juan Linietsky [email protected] wrote:

It's likely not too difficult to implement HiDPI if all the icons in
tools/editor/icons are fixed and upscaled to look nice in hd, problem is
i'm not able to test, only make it look big..

On Sat, Oct 24, 2015 at 1:14 PM, Brandon DeRosier <
[email protected]> wrote:

+1 for this. Here's a screenshot of godot in gnome3 on a macbook:

https://camo.githubusercontent.com/2f310e19a5e1c7be3abd4f57d5250f8f7c14ae76/687474703a2f2f692e696d6775722e636f6d2f61367859694c432e706e67


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#227 (comment).

@akien-mga
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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.

@akien-mga
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See also a hi-res artwork collection for the UI here: #264

@cart
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cart commented Nov 21, 2015

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.

@DimitriyPS
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I subscribe, it is really important.
Samsung ATIV Book 9 Plus, 13.3, 3200*1800

@calumk
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calumk commented Jan 16, 2016

+1 for important

@adolson
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adolson commented Feb 25, 2016

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!

@cart
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cart commented Feb 29, 2016

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.

@reduz
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reduz commented Feb 29, 2016

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:

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.


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@adolson
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adolson commented Feb 29, 2016

@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.

@yjgaia
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yjgaia commented Apr 12, 2016

+1 plz !

@vnen
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vnen commented Jun 2, 2016

Done by 9b1f823! 🎉

@vnen vnen closed this as completed Jun 2, 2016
@cart
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cart commented Jun 3, 2016

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.

@adolson
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adolson commented Jun 3, 2016

I see no code for hidpi support for anything but OSX. This issue should be
reopened, or a new one opened for non-Mac users.

On Thu, Jun 2, 2016 at 9:55 PM, mcanders [email protected] wrote:

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.


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@reduz
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reduz commented Jun 3, 2016

There is Windows hidpi code, the Linux one is a PR, will be merged soon (i
thought it already was)

On Thu, Jun 2, 2016 at 11:01 PM, Dana Olson [email protected]
wrote:

I see no code for hidpi support for anything but OSX. This issue should be
reopened, or a new one opened for non-Mac users.

On Thu, Jun 2, 2016 at 9:55 PM, mcanders [email protected] wrote:

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.


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@reduz
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reduz commented Jun 3, 2016

detecting DPI on linux is kind of tricky because the XRandR extensions are
not always present, so the guys are trying to figure a way to make it work
even if the functions are not there

On Thu, Jun 2, 2016 at 11:10 PM, Juan Linietsky [email protected] wrote:

There is Windows hidpi code, the Linux one is a PR, will be merged soon (i
thought it already was)

On Thu, Jun 2, 2016 at 11:01 PM, Dana Olson [email protected]
wrote:

I see no code for hidpi support for anything but OSX. This issue should be
reopened, or a new one opened for non-Mac users.

On Thu, Jun 2, 2016 at 9:55 PM, mcanders [email protected]
wrote:

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.


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@vnen
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vnen commented Jun 3, 2016

The PR is #4905 (I thought it was merged already). So reopening until the Linux part is implemented 😞

@vnen vnen reopened this Jun 3, 2016
@vnen vnen added this to the 2.1 milestone Jun 3, 2016
@cart
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cart commented Jun 3, 2016

Cool. I left my two cents. Its definitely an interesting problem.

@vnen
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vnen commented Jun 3, 2016

Last resort can be an editor setting and/or cli flag.

@djrm
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djrm commented Jun 9, 2016

maybe this can be closed now

@vnen
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vnen commented Jun 9, 2016

@djrm still waiting for #4905 to be merged.

@djrm
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djrm commented Jun 9, 2016

oh true

@vnen
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vnen commented Jun 11, 2016

Closing this as #4905 is merged now 🎉

@vnen vnen closed this as completed Jun 11, 2016
@DimitriyPS
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I understand that the problem has been resolved for Linux? Someone have tested on Linux?

@afiestas
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afiestas commented Jun 26, 2016

It works mostly great on Archlinux with latest godot from git, kudos!

Opened the only issue I could find:
#5436

Ughuuu pushed a commit to Ughuuu/godot that referenced this issue Jan 14, 2025
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