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#if UNITY_EDITOR |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEditor; |
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using System.Reflection; |
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public class EditorFontSize : EditorWindow |
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{ |
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// enable resize on launch to set a default font size , using this option will disable the ability to have the window accassible |
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// from the context menu ( Window > Editor Font Size ) - bc this is a hacky way to enforce default global font size on application |
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// launch , on script assembly reload and on application enter / exit play mode |
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public static bool RESIZE_ON_LAUNCH = true; |
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public static int DEFAULT_GLOBAL_FONT_SIZE = 14; |
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[InitializeOnLoadMethod] static void DefaultSize() |
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{ |
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if( ! RESIZE_ON_LAUNCH || DEFAULT_GLOBAL_FONT_SIZE <= 10 ) return; |
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var w = GetWindow<EditorFontSize>(); |
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w.GUICallback = () => { |
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w.Resize( DEFAULT_GLOBAL_FONT_SIZE - 10 ) ; |
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w.Close(); |
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}; |
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} |
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[MenuItem("Window/Editor Font Size")] |
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static void Open() |
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{ |
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if( RESIZE_ON_LAUNCH ) return; |
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GetWindow<EditorFontSize>("Editor Font Size").minSize = new Vector2(180, 30); |
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} |
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Dictionary<string, bool> foldouts; |
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bool Header(string s) |
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{ |
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if (foldouts == null) foldouts = new Dictionary<string, bool>(); |
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if (!foldouts.ContainsKey(s)) foldouts.Add(s, true); |
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GUILayout.Space(5); |
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var foldout = EditorGUILayout.Foldout(!foldouts[s], s, true); |
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foldouts[s] = !foldout; |
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return foldout; |
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} |
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private void OnDisable() |
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{ |
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guiSkins = null; |
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editorStyles = null; |
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propFontSizevalidity?.Clear(); |
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propFontSizevalidity = null; |
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} |
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static List<GUIStyle> styles; |
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PropertyInfo[] editorStyles; |
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PropertyInfo[] guiSkins; |
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void GrabProperties() |
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{ |
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if (editorStyles == null || editorStyles.Length < 1) |
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{ |
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var flags = BindingFlags.Static | BindingFlags.Public | BindingFlags.GetProperty; |
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editorStyles = typeof(EditorStyles).GetProperties(flags); |
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} |
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if (guiSkins == null || guiSkins.Length < 1) |
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{ |
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guiSkins = GUI.skin.GetType().GetProperties(); |
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} |
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} |
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Vector2 scroll; |
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System.Action GUICallback; |
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private void OnGUI() |
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{ |
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rowCount = -1; |
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GrabProperties(); |
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InitStyles(); |
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var delta = FontSizeRow("Global Zoom", EditorStyles.miniLabel.fontSize.ToString()); |
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if (delta != 0 && EditorStyles.miniLabel.fontSize + delta > 0) |
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{ |
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Resize( delta ); |
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} |
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GUILayout.Label("", GUI.skin.horizontalSlider); |
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using (var scope = new GUILayout.ScrollViewScope(scroll)) |
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{ |
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scroll = scope.scrollPosition; |
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if (Header("Editor Styles")) |
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foreach (var x in editorStyles) |
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ModifyProp(x, null); |
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if (Header("GUI skins")) |
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foreach (var x in guiSkins) |
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ModifyProp(x, GUI.skin); |
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if (Header("Custom Styles")) |
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foreach (var x in GUI.skin.customStyles) |
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{ |
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FontSizeRow(x); |
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RepaintAll(); |
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} |
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} |
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if( GUICallback != null ) GUICallback.Invoke(); |
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} |
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void Resize( int delta ) |
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{ |
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// Keep watch for duplicates ( Prevent double modifications ) |
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styles = new List<GUIStyle>(); |
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foreach (var x in editorStyles) |
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{ |
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if (!ValidFontProp(x, null)) continue; |
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var s = (GUIStyle)x.GetValue(null, null); |
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if (styles.Contains(s)) continue; |
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styles.Add(s); |
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s.fontSize += delta; |
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} |
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foreach (var x in guiSkins) |
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{ |
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if (!ValidFontProp(x, GUI.skin)) continue; |
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var s = (GUIStyle)x.GetValue(GUI.skin, null); |
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if (styles.Contains(s)) continue; |
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styles.Add(s); |
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s.fontSize += delta; |
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} |
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foreach (var x in GUI.skin.customStyles) |
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{ |
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if (!ValidFontStyle(x) || styles.Contains(x)) continue; |
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FixZeroSize(x); |
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styles.Add(x); |
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x.fontSize += delta; |
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} |
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styles.Clear(); |
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RepaintAll(); |
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} |
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void RepaintAll() { foreach (var w in Resources.FindObjectsOfTypeAll<EditorWindow>()) w.Repaint(); } |
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Dictionary<PropertyInfo, bool> propFontSizevalidity; |
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bool ValidFontProp(PropertyInfo x, object item) |
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{ |
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if (propFontSizevalidity == null) propFontSizevalidity = new Dictionary<PropertyInfo, bool>(); |
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if (propFontSizevalidity.ContainsKey(x)) return propFontSizevalidity[x]; |
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propFontSizevalidity.Add(x, true); |
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if (string.IsNullOrEmpty(x.Name)) propFontSizevalidity[x] = false; |
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else if (x.PropertyType != typeof(GUIStyle)) propFontSizevalidity[x] = false; |
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else if (x.GetValue(item, null) == null) propFontSizevalidity[x] = false; |
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else if (((GUIStyle)x.GetValue(item, null)).fontSize < 1) propFontSizevalidity[x] = false; |
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return propFontSizevalidity[x]; |
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} |
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void ModifyProp(PropertyInfo x, object item) |
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{ |
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if (!ValidFontProp(x, item)) return; |
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var style = ((GUIStyle)x.GetValue(item, null)); |
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var val = style.fontSize; |
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int ret = FontSizeRow(x.Name, val.ToString()); |
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if (ret == 0 || val + ret <= 0) return; |
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style.fontSize = val + ret; |
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RepaintAll(); |
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} |
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GUIStyle evenBG; |
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GUIStyle oddBG; |
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void InitStyles() |
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{ |
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if (evenBG != null) return; |
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GUIStyle s = "CN EntryBackEven"; |
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evenBG = new GUIStyle(s); |
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s = "CN EntryBackodd"; |
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oddBG = new GUIStyle(s); |
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evenBG.contentOffset = oddBG.contentOffset = new Vector2(); |
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evenBG.clipping = oddBG.clipping = TextClipping.Clip; |
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evenBG.margin = oddBG.margin = |
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evenBG.padding = oddBG.padding = new RectOffset(); |
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} |
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int rowCount = 0; |
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void FixZeroSize(GUIStyle s) => s.fontSize = s.fontSize < 1 ? 11 : s.fontSize; |
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bool ValidFontStyle(GUIStyle s) => !(s == null || string.IsNullOrEmpty(s.name)); |
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void FontSizeRow(GUIStyle s) |
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{ |
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if (!ValidFontStyle(s)) return; |
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FixZeroSize(s); |
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var x = FontSizeRow(s.name, s.fontSize.ToString()); |
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if (x != 0 && x + s.fontSize > 0) s.fontSize += x; |
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} |
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int FontSizeRow(string name, string size) |
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{ |
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if (string.IsNullOrEmpty(name) || size == "0") return 0; |
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rowCount++; |
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var width = GUILayout.MaxWidth(Screen.width); |
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using (new GUILayout.HorizontalScope(rowCount % 2 == 0 ? evenBG : oddBG, width)) |
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{ |
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GUILayout.Label(name); |
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GUILayout.FlexibleSpace(); |
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if (GUILayout.Button("-", EditorStyles.miniButtonLeft)) return -1; |
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using (new EditorGUI.DisabledGroupScope(true)) |
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GUILayout.Label(size, EditorStyles.miniButtonMid, GUILayout.Width(30)); |
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if (GUILayout.Button("+", EditorStyles.miniButtonRight)) return +1; |
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} |
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return 0; |
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} |
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} |
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#endif |
Thanks for looking into this! I cant really switch to anything so I guess Ill just have to strain my eyes until GNOME starts supporting fractional scaling better and just scale my whole screen when using Unity... or until Unity adds UI scaling to linux.