godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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More DPI scaling options should be available #7293

Closed Calinou closed 5 years ago

Calinou commented 7 years ago

More DPI scales should be available to cater to the growing amount of hi-DPI displays.

Currently, we have:

Following the Windows 10 scaling options, I suggest adding:

This way, users with poor vision, medium-resolution displays or very high-resolution displays can enjoy a more natively-integrated Godot (compared to their OS scaling settings).

Additionally, the scaling percentage should probably be shown when selecting a DPI option (such as 150%), instead of just a named value. A "(recommended)" text could also show next to the automatically-detected DPI setting.

Lastly, it is probably worth it to regenerate all icons and editor graphics for each of those sizes, for optimal display on each of those sizes. With optimized PNGs, the size should hopefully not be too much of an issue.

toger5 commented 7 years ago

What abot allowing the user to choose any number btween 50 and 200% ?

Calinou commented 7 years ago

What abot allowing the user to choose any number btween 50 and 200% ?

Unfortunately, this is not really possible without making the icons look horrible (it's not really possible to upscale or downscale bitmaps by non-power-of-two factors and making them look not blurry), unless they are generated at run-time from vector assets.

toger5 commented 7 years ago

yea I'm thinking about generating them at runtime. I made some test with a tiny svgs parsing (license works with godot) library. I mentioned that in another issue I don't find at the moment

djrm commented 7 years ago

now that we can do this, how should we handle it, simply adding more options, or a slider?

Calinou commented 7 years ago

If possible, arbitrary scaling by a floating-point number should be allowed (but some presets should be available, for use with hiDPI automatic detection).

djrm commented 7 years ago

@Calinou i think it has to be just one of them (i dont know if we have a widget that manges both).

Calinou commented 7 years ago

i think it has to be just one of them (i dont know if we have a widget that manges both).

There could be a dropdown with DPI presets, the last option of the dropdown being "Custom". If this setting is chosen, then a custom DPI scale is used, which can be set by the user just below the dropdown (kind of like the editor theme colors).

toger5 commented 7 years ago

@Calinou. That sounds like a good approach. I wonder if the property editor gets a rewrite,if those options cpuld fold in /out dependant on what is choosen.

reduz commented 7 years ago

Was this not added already? I would close or push to next version

akien-mga commented 6 years ago

We have now entered release freeze for Godot 3.0 and want to focus only on release critical issues for that milestone. Therefore, we're moving this issue to the 3.1 milestone, though a fix may be made available for a 3.0.x maintenance release after it has been tested in the master branch during 3.1 development. If you consider that this issue is critical enough to warrant blocking the 3.0 release until fixed, please comment so that we can assess it more in-depth.

Calinou commented 5 years ago

This was fixed a while ago by https://github.com/godotengine/godot/pull/17706, closing.