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