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Handle portrait mode monitors in the automatic editor scale detection #48597
Handle portrait mode monitors in the automatic editor scale detection #48597
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Using the smallest dimension of the width and height makes it possible to support both landscape and portrait monitors.
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Have just built and tested with this change and yep, Godot uses the same UI scale for both screens now 😊 I noted that both were detected to use 150%, unlike 3.3 which detects 100% for my primary screen, not sure if that's just a change in 4. Also of note - the window fit correctly on the secondary screen, even at 150% scaling. |
Maybe this is because the primary/startup monitor ID is detected differently. |
Yes, that's possible, and also it looked fine and usable to me and not like it was too big. |
Thanks! |
// hiDPI display. | ||
scale = 2.0; | ||
} else if (DisplayServer::get_singleton()->screen_get_size(screen).y >= 1700) { | ||
} else if (smallest_dimension <= 1700) { |
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That change is bogus, no? Should be >= 1700
.
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Should be fixed in #49654.
Cherry-picked for 3.4. (Together with #49654.) |
Using the smallest dimension of the width and height makes it possible to support both landscape and portrait monitors.
This closes #48585.