Automatically adjust font size in Godot to fit text in a label?

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Darkmisc
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I'd like my text to always fit on one line within a label. Is there a way to do this automatically?
Hi everyone

So far as I can tell, there is no function to automatically shrink text to fit on one line within a label in Godot 4. Instead, I'm going to get the length of each string with
len(string)

and use
Label.set("theme_override_font_sizes/font_size", size)

to adjust the size according to the length of the string. However, I think this will lead to the font size sometimes being smaller than it needs to be. Is there a better way of doing it?

I wanted to measure the width in pixels for a given string (at a given font size), but I'm not sure that function exists either.

Thanks
 
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  • #2
Godot 4 seems to be some sort of dev framework. But what langauge does it use?

It seems pretty specific. You might have better luck asking your question on Stack Exchange, which is designed for such language-specific questions and answers.
 
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  • #3
GDScript
 
  • #4
Since most fonts in use on an UI are proportional using just the length of your character string and general font info will, as you notice, not provide a particular accurate result. Many UI frameworks provide as part of their text rendering capability a function that given a string and some font metrics can return values such as bounding box and baseline info, so you may want to search to see if Godot offers a scripted version of that (I am not familiar with Godot nor what text rendering API is available for its GDScript/C# language variants).

Regarding using font size to ensure that individual UI items uses a lesser font size until the text is fully rendered may result in your UI ends up looking like a word cloud diagram if taken to the extreme. The general approach for visibility of text in a balanced matter can be a complicated design process where both different texts and (type of) elements are tried out to find something that pass UX muster. A significant design constrain for this process typically is where on the scale from full size mouse-and-keyboard-operated UI application down to small screen touch-only mobile-like apps. If you are doing a game it probably sits somewhere around the middle of this scale, but even here the might prove hard to put "general" text on the UI without some kind of clunky compromise.
 
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  • #5
As a former UI Specialist I fully concur with FP's analysis. It can be disconcerting to have more than a few font sizes on a screen. If you want it aesthetically pleasing, consider keeping the font sizes similar (for similar levels of functionality, just like you would in a document) and using centre-justify to fit the text in the space.
 
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1. How can I make a Label's font size in Godot automatically adjust to fit its container?

To automatically adjust the font size in Godot to fit text within a Label, you can use the `fit_content` property of the Label node. Set `fit_content` to `true` to enable automatic resizing of the font based on the Label's size. This adjusts the font size to ensure the text fits within the bounds of the Label without overflowing.

2. Can I use GDScript to dynamically adjust the font size in a Label?

Yes, you can use GDScript to dynamically adjust the font size. You can write a script that checks the size of the text compared to the Label's dimensions and adjusts the font size accordingly. This typically involves using the `get_font("font")` method to access the Label's font and then modifying its `size` property based on your calculations for the text width and the Label's width.

3. Is there a way to ensure multiline text fits in a Label in Godot?

For multiline text, adjusting the font size to fit within a Label can be more complex, as you need to consider both the width and height. In such cases, you might need to implement a more sophisticated script that adjusts the font size iteratively until the text fits within the Label’s height and width constraints. This can involve repeatedly measuring the text's `get_line_count()` and the `get_line_height()` until the desired fit is achieved.

4. What happens if the text is too long to fit in the Label even at the smallest font size?

If the text is too long to fit in the Label even after adjusting to the smallest possible font size, the text will either be clipped, or it will overflow from the Label, depending on the Label's `clip_text` property. If `clip_text` is enabled, any text that exceeds the Label's boundaries will be clipped. Otherwise, you might need to handle this case by truncating the text or adding a scrolling mechanism to the Label.

5. Can the automatic font resizing be animated for smoother transitions in Godot?

Animating font resizing in Godot can be achieved by gradually changing the font size over time using a tween or an animation player. You can create a Tween node and interpolate the font size property from its current value to the target value over a specified duration. This provides a smoother transition when the font size changes due to updates in the text or Label size.

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