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Add DPI settings to allow for Object-based Display Scaling #6
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This is something i also have thought about. I currently have a working branch on my system with full dpi support. You can change any Theme to use and a dpi scale. This will scale the styleboxes and constants. (Also works for image based style boxes) Makes me want to finally open the pr. |
@toger5 if you do open it let me know. I tried seeing your fork of Godot didn't find it. At least not all of it. |
@toger5 Is this your branch? https://github.com/toger5/godot/tree/theme_dpi_sb_draw_api |
Yea that is actually it. just not up to date. Just found the code and made a temp commit. I will push it now but history will change so dont work on it ;) |
godotengine/godot#52170 should address this in |
Fixed by: godotengine/godot#52170 |
Display Scaling for changing the scale of Nodes
The Display Scaling is used by the Editor globally making it problematic for the Visual Scripting system to discretely use it.
I see a few simple ways of achieve the solution to this problem,
zoom
/dpi
/display_scale
variable that holds zoom factor propagated by the Graph Edit Node. This will allow for Graph Nodes to have different Scaling.display_scale
variable to the Theme which will allow for inheritance based Display Scaling. This is a more clean solution but can have bugs like opening windows from one context will open weirdly themed windows(probably can be fixed with some planning).Even though this is mostly for Visual Scripting but adding display_scaling to UI Nodes can be useful for scaling of menus in the actual games.
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