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53
addons/zylann.hterrain/tools/util/dialog_fitter.gd
Executable file
53
addons/zylann.hterrain/tools/util/dialog_fitter.gd
Executable file
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# If you make a container-based UI inside a WindowDialog, there is a chance it will overflow
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# because WindowDialogs don't adjust by themselves. This happens when the user has a different
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# font size than yours, and can cause controls to be unusable (like buttons at the bottom).
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# This script adjusts the size of the parent WindowDialog based on the first Container it finds
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# when the node becomes visible.
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@tool
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# Needs to be a Control, otherwise we don't receive the notification...
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extends Control
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const HT_Util = preload("../../util/util.gd")
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func _notification(what: int):
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if HT_Util.is_in_edited_scene(self):
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return
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if is_inside_tree() and what == Control.NOTIFICATION_VISIBILITY_CHANGED:
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#print("Visible ", is_visible_in_tree(), ", ", visible)
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call_deferred("_fit_to_contents")
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func _fit_to_contents():
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var dialog : Window = get_parent()
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for child in dialog.get_children():
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if child is Container:
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var child_rect : Rect2 = child.get_global_rect()
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var dialog_rect := Rect2(Vector2(), dialog.size)
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#print("Dialog: ", dialog_rect, ", contents: ", child_rect, " ", child.get_path())
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if not dialog_rect.encloses(child_rect):
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var margin : Vector2 = child.get_rect().position
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#print("Fitting ", dialog.get_path(), " from ", dialog.rect_size,
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# " to ", child_rect.size + margin * 2.0)
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dialog.min_size = child_rect.size + margin * 2.0
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#func _process(delta):
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# update()
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# DEBUG
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#func _draw():
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# var self_global_pos = get_global_rect().position
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#
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# var dialog : Control = get_parent()
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# var dialog_rect := dialog.get_global_rect()
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# dialog_rect.position -= self_global_pos
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# draw_rect(dialog_rect, Color(1,1,0), false)
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#
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# for child in dialog.get_children():
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# if child is Container:
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# var child_rect : Rect2 = child.get_global_rect()
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# child_rect.position -= self_global_pos
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# draw_rect(child_rect, Color(1,1,0,0.1))
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