39 lines
1.7 KiB
GDScript3
39 lines
1.7 KiB
GDScript3
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extends SceneTree
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# Diagnostic - NOT run by run_tests.sh (underscore prefix). Prints what the
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# project's font settings actually resolve to at runtime, and measures real
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# string widths, so UI boxes can be sized from measurements instead of
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# guessed character widths.
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#
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# godot --headless -s res://tests/_font_probe.gd
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func _initialize() -> void:
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print("gui/theme/default_font_size setting = %s" % ProjectSettings.get_setting("gui/theme/default_font_size", "<unset>"))
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print("gui/theme/custom = '%s'" % ProjectSettings.get_setting("gui/theme/custom", ""))
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print("gui/theme/custom_font = '%s'" % ProjectSettings.get_setting("gui/theme/custom_font", ""))
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var scene: Node = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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for path in ["UI/BuildMenu/InfoPopup/Panel/TitleLabel",
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"UI/BuildMenu/InfoPopup/Panel/MessageLabel",
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"UI/BuildMenu/MothershipLabel",
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"UI/BuildMenu/TitleLabel",
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"UI/NavLabel"]:
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var label: Label = scene.get_node_or_null(path)
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if label == null:
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print("%s: MISSING" % path)
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continue
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# The theme item is "font_size"; "font" is the typeface item. Asking
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# for the wrong one silently returns the engine fallback (16) and
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# hides both the project setting and any per-node override.
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var size: int = label.get_theme_font_size("font_size")
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var font: Font = label.get_theme_font("font")
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var sample: String = "Fleet home port. A wiped-out fleet rebuilds here."
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var width: float = font.get_string_size(sample, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
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print("%-46s effective size=%d box=%s 48-char sample is %.0fpx wide (%.1f px/char), line height %.0f" % [
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path, size, label.size, width, width / float(sample.length()), font.get_height(size)
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])
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quit(0)
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