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OS X "Retina" support in editor GUI #20
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Sorry to hurt your eyes :P I think Godot supports exporting OSX Apps with HDPI, but I haven't tested it. I don't have any device with HDPI display so I'll either have to wait for the day I can purchase one, or someone contributes a patch, as changing the default theme for HDPI should be relatively easy. |
I'll look into it tomorrow.
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Actually on second thought, it would probably be a little more difficult. Most of the editor uses containers, so increasing the font size is a non issue, but I guess all the icons in tools/editor/icons would need to be remade in higher resolution, which sounds like considerably more work.. Maybe using an algorithm like EAGLE would work? :) |
The approach a lot of applications take is to scale icons up but make sure
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The funny thing is, Godot's built-in 2d scaling actually looks pretty good; I know because I'll be relying on it for resolution-independent UIs and I've tested it by rendering a 2d scene made for 1024x768 at 2048x1536. Whatever OSX is doing, it looks like trash. Really, it can't even bother to filter it? Maybe as an interim quick fix, whenever the window is resized on high dpi displays, it can use the set_size_override to be half the size of what the actual window size is, and enable stretching. |
What version of MacOS are you running solgar ? I have a 15 rMBP and I don't have this problem. |
Version before Mavericks. But I cannot reproduce it with newest binary and it works as it should. |
The only solution is to buy the newest Mac obviously On Fri, Feb 21, 2014 at 2:33 PM, Tudorica Constantin-Alexandru <
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should I revert it or this can be fixed? On Fri, Feb 21, 2014 at 2:33 PM, Tudorica Constantin-Alexandru <
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I'm not sure if that merge is the cause or if another one produced it :) |
hmm :( and I don't have a retina display to test, so I guess the only On Fri, Feb 21, 2014 at 2:43 PM, Tudorica Constantin-Alexandru <
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Don't revert it! It didn't introduce the problem I'm having. Gonna play a little while with git and see if I can figure out what did. |
@tudalex, on my MBPr 15", Godot did not open in scaling compatibility mode, even before my changes. My change simply does exactly the window size backing conversion that was already being done in windowDidResize(), but on window initialization too. I believe what happened for you is that you changed your AppKit version from something pre 10.6 to something newer. That, or your MAC_OS_X_VERSION_MAX_ALLOWED otherwise changed since your last build. |
I also have a 15" MacBook Pro Retina, and unfortunately, find it unusable in this state. Everything is so tiny.... While the older version was quite a bit uglier on a screen like this, it was usable. This is not usable. I don't have the programming prowess to fix it, unfortunately, but I think it should at least be rolled back to what the first screenshot looks like for a 1.0 release. Usable beats ugly any day. My two cents. |
agreed, i didn't know it looked like this in a retina display. I don't have Do you know what needs to be changed in the OSX port for it to return to On Thu, Oct 16, 2014 at 2:24 AM, jcs224 notifications@github.com wrote:
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It looks like the change to this new system happened in this commit, 3974a5e. Perhaps we can try going back and working from there? I can also try it tonight when I get home from work. |
Again, that change isn't responsible for things looking tiny on a retina display. Things look tiny because the UI layout code is probably using absolute values for component sizes, instead of something modern like a weighted relative layout system. Reverting that change wont resolve the issue. It will make the screen take up 1/4 the window size. If fixing the layout isn't in the plans, you'll want to create a non-retina compatible window. |
fixing layout is out of the question for now. For that i'd need to get On Sat, Oct 18, 2014 at 6:34 AM, Kevin Hartman notifications@github.com
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I'm running Linux on my MBP retina, so I have the same issue. Are the pane/menu/control sizes calculated from the font/icon sizes or do they have some other logic? Would it be feasible to introduce a scaling factor which would zoom all the fonts / icons / (maybe margins/paddings) with it? I can run godot on retina os x and linux so I would be glad to test it but I can try fixing it as well if I can get some tips on what's the most probably the reasonable way place in the code to do the scaling so it wouldn't be a patchwork all over the place. |
Use static linking instead of dynamic linking
Fix Polygon2D skinned bounds (for culling)
…-rebranding Cherry pick usable commits from godotengine#15 and godotengine#20
The editor GUI doesn't support "Retina" displays on OS X. The editor will open with OS X's scaling compatibility mode, which makes for horrible looking text and graphics.
Support for similar High DPI desktops will be important on other platforms in the future too.
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