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I am currently working on the mind numbingly boring task of adding the option to use a bigger font for everything.

It took a while to actually figure out how to implement this so that it can be toggled at runtime because Godot's theming system isn't really designed to do it. Annoyingly I have to go through every bit of text in the DAW and explicitly tell it via script to update itself whenever the global font changes. I was expecting to have to do something like this anyway though as many UI elements have to be moved around and adjusted to accommodate the larger text size.

I did consider having a dynamically scalable font but I'm now glad I didn't go that route as Blockhead's interface is so complex that even toggling between two fixed size fonts introduces so much work to make sure everything always looks ok.

Still left to do is the context menus, tracks and blocks, and file dialogs. I also need to go through all the icons and make sure they are scaling up to fit the big font too.

I drew the original Blockhead font myself and couldn't be bothered to make another one so I just created a big version by doubling the size, which is why it has this pixely style. 

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Comments

Anonymous

Sounds like a pain in the butt, but I think it's probably sensible. I tried it out on a macbook pro with a high density display (220ppi I think), and looks great before this feature, but there are so many users with so many different configurations out there, I'm sure a lot of people are going need this. Kudos for drawing your own font too!