Closed DunnyOfPenwick closed 3 months ago
It's been some time, you think you could provide a test that reproduces the issue so I can verify the fix?
The easy way to produce the issue is by using the SDF font while in 4:3 mode and engaging in dialog. After the dialog reaches the end of the window you should begin seeing instances of text cut-off. I don't normally see it when using the non-sdf font.
I unfortunately cannot reproduce the issue, neither in Editor or in-game. Doing 320x200 or 640x400 retro mode with 4:3 or 16:10 correction, both with and without SDF
Is it a specific kind of dialogue that overflows? Is it some part of the screen I'm not noticing? At least a screenshot of what you're seeing could help
I didn't describe the problem correctly. The text is there, but I have to use the scroll bar to see the last line of text.
The above screenshot is in 1920x1080 with all mods disabled using DFU 1.1.1.
Fix for MultiFormatTextLabel and ListBox TextLabel wrapping issues spotted in 4:3 mode.
I originally noticed an issue with wrapping TextLabels when constructing a MultiFormatTextLabel while running in 4:3 mode. Wrapped text would overlap the following line. In the TextLabel.CreateNewLabelLayoutWrapped() method, the LocalScale was (1,1), causing some bad line metric calculations.
More recently I noticed the bottom line of the npc conversation window was often not shown in 4:3 mode. This appears to be the same problem.
This fix calls GetRectangle() on the TextLabel early to establish the correct LocalScale prior to other operations.