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

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Discussion Overview

The discussion revolves around the challenge of automatically adjusting font size in Godot 4 to ensure that text fits within a label. Participants explore potential methods for measuring text width and adjusting font size accordingly, while considering the implications for user interface design.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant notes the absence of a built-in function in Godot 4 to automatically shrink text to fit within a label and proposes using string length and font size adjustments as a workaround.
  • Another participant questions the effectiveness of using string length alone due to the proportional nature of fonts and suggests looking for a function that provides bounding box and baseline information for text rendering.
  • A participant emphasizes the importance of maintaining aesthetic consistency in font sizes across the UI to avoid a cluttered appearance.
  • Concerns are raised about the potential for a disjointed user experience if varying font sizes are used excessively, particularly in the context of different device types and user interfaces.

Areas of Agreement / Disagreement

Participants express differing views on the best approach to manage font sizes in Godot, with no consensus reached on a definitive solution. Some agree on the importance of aesthetic consistency, while others focus on technical methods for measuring text dimensions.

Contextual Notes

Participants acknowledge limitations in the available functions within Godot for text measurement and rendering, highlighting the need for further exploration of the framework's capabilities.

Who May Find This Useful

This discussion may be useful for game developers and UI designers working with Godot 4, particularly those interested in text rendering and user interface design principles.

Darkmisc
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TL;DR
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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Godot 4 seems to be some sort of dev framework. But what language 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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GDScript
 
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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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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