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