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Various examples need their font sizes adjusted post-cosmic-text #14265

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Description

@rparrett

Bevy version

main, after #10193

Additional information

See this run from bevy-example-runner:
https://pixel-eagle.com/project/b25a040a-a980-4602-b90c-d480ab84076d/run/3207/compare/3196?screenshot=UI%20(User%20Interface)/transparency_ui.png

Bevy's default font size and a few examples were updated to compensate, but some examples where the a font size other than the default was specified now may need to be updated.

Dividing the font size by 1.2 and rounding to the nearest whole number will give rendered text roughly the same size as before.

One of the more obvious examples is transparency_ui, where the text no longer fits on one line:

image

We should

  • look through the Pixel Eagle report
  • note examples where the font size has significantly changed
  • make a judgment about whether to
    • divide the specified font size by 1.2ish.
    • OR, modify the example to use the default text size (and possibly color) instead.
      There are various examples where we probably should be using the default values but we are not. e.g. low_power.

Activity

  1. added
    C-BugAn unexpected or incorrect behavior
    S-Needs-TriageThis issue needs to be labelled
    on Jul 10, 2024
  2. added
    C-ExamplesAn addition or correction to our examples
    S-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!
    A-TextRendering and layout for characters
    and removed
    S-Needs-TriageThis issue needs to be labelled
    on Jul 10, 2024
  3. added this to the 0.15 milestone on Jul 10, 2024
  4. tjlaxs commented on Sep 13, 2024

    @tjlaxs
    Contributor

    I might take this one, unless somebody is in the mid of implementation.

  5. tjlaxs commented on Sep 13, 2024

    @tjlaxs
    Contributor

    Trying to create a list of all the examples.

    examples

    • hello_world

    2d

    • bloom_2d
    • move_sprite
    • 2d_viewport_to_world
    • rotation
    • mesh2d
    • mesh2d_arcs
    • mesh2d_manual
    • mesh2d_vertex_color_texture
    • 2d_shapes
    • custom_gltf_vertex_attribute
    • sprite
    • sprite_animation
    • sprite_flipping
    • sprite_sheet
    • sprite_tile
    • sprite_slice
    • text2d
    • texture_atlas
    • transparency_2d
    • mesh2d_alpha_mode
    • pixel_grid_snap
    • bounding_2d
    • wireframe_2d

    ui

    • borders
    • button
    • display_and_visibility
    • window_fallthrough
    • font_atlas_debug
    • overflow
    • overflow_debug
    • relative_cursor_position
    • render_ui_to_texture
    • size_constraints
    • text
    • text_debug
    • flex_layout
    • text_wrap_debug
    • grid
    • transparency_ui
    • z_index
    • ui
    • ui_scaling
    • ui_texture_atlas
    • ui_texture_slice
    • ui_texture_slice_flip_and_tile
    • ui_texture_atlas_slice
    • viewport_debug

    window

    • clear_color
    • custom_user_event
    • low_power
    • multiple_windows
    • scale_factor_override
    • screenshot
    • transparent_window
    • window_settings
    • window_resizing
    • monitor_info

    ecs

    • ecs_guide
    • change_detection
    • component_hooks
    • custom_schedule
    • custom_query_param
    • dynamic
    • event
    • send_and_receive_events
    • fixed_timestep
    • generic_system
    • hierarchy
    • iter_combinations
    • one_shot_systems
    • parallel_query
    • removal_detection
    • run_conditions
    • startup_system
    • system_piping
    • system_closure
    • system_param
    • system_stepping
    • nondeterministic_system_order
    • observers
    • observer_propagation

    transforms

    • 3d_rotation
    • align
    • scale
    • transform
    • translation

    time

    • time
    • virtual_time
    • timers

    games

    • alien_cake_addict
    • breakout
    • contributors
    • desk_toy
    • game_menu
    • loading_screen

    input

    • char_input_events
    • gamepad_input
    • gamepad_input_events
    • gamepad_rumble
    • keyboard_input
    • keyboard_modifiers
    • keyboard_input_events
    • mouse_input
    • mouse_input_events
    • mouse_grab
    • touch_input
    • touch_input_events
    • text_input

    reflection

    • reflection
    • custom_attributes
    • dynamic_types
    • function_reflection
    • generic_reflection
    • reflection_types
    • type_data

    scene

    • scene

    shader

    • custom_vertex_attribute
    • custom_post_processing
    • custom_phase_item
    • shader_defs
    • shader_material
    • shader_material_2d
    • extended_material
    • shader_prepass
    • shader_material_screenspace_texture
    • shader_material_glsl
    • shader_instancing
    • animate_shader
    • compute_shader_game_of_life
    • gpu_readback
    • array_texture
    • texture_binding_array
    • storage_buffer
    • specialized_mesh_pipeline

    stress_tests

    • bevymark
    • many_animated_sprites
    • many_buttons
    • many_cubes
    • many_gizmos
    • many_foxes
    • many_glyphs
    • many_lights
    • many_sprites
    • transform_hierarchy
    • text_pipeline

    math

    • cubic_splines
    • render_primitives
    • sampling_primitives
    • custom_primitives
    • random_sampling

    movement

    • smooth_follow
    • physics_in_fixed_timestep

    gizmos

    • 2d_gizmos
    • 3d_gizmos
    • axes
    • light_gizmos

    tools

    • scene_viewer
    • gamepad_viewer

    dev_tools

    • fps_overlay

    camera

    • 2d_top_down_camera
    • first_person_view_model
    • projection_zoom
    • camera_orbit

    3d

    • 3d_scene
    • 3d_shapes
    • 3d_viewport_to_world
    • animated_material
    • generate_custom_mesh
    • anti_aliasing
    • atmospheric_fog
    • fog
    • auto_exposure
    • blend_modes
    • lighting
    • lines
    • ssao
    • spotlight
    • bloom_3d
    • deferred_rendering
    • load_gltf
    • load_gltf_extras
    • motion_blur
    • tonemapping
    • orthographic
    • parenting
    • pbr
    • parallax_mapping
    • render_to_texture
    • shadow_biases
    • shadow_caster_receiver
    • skybox
    • spherical_area_lights
    • split_screen
    • texture
    • transparency_3d
    • transmission
    • two_passes
    • update_gltf_scene
    • vertex_colors
    • wireframe
    • irradiance_volumes
    • meshlet
    • lightmaps
    • visibility_range
    • ssr
    • color_grading
    • clearcoat
    • depth_of_field
    • volumetric_fog
    • anisotropy
    • fog_volumes
    • scrolling_fog
    • post_processing
    • rotate_environment_map
    • reflection_probes

    picking

    • simple_picking
    • sprite_picking

    animation

    • animated_fox
    • animation_graph
    • morph_targets
    • animated_transform
    • color_animation
    • cubic_curve
    • custom_skinned_mesh
    • gltf_skinned_mesh
    • animation_masks

    app

    • custom_loop
    • drag_and_drop
    • empty
    • empty_defaults
    • headless
    • logs
    • log_layers
    • log_layers_ecs
    • plugin
    • plugin_group
    • return_after_run
    • thread_pool_resources
    • no_renderer
    • headless_renderer
    • without_winit

    asset

    • asset_loading
    • asset_settings
    • asset_decompression
    • custom_asset
    • custom_asset_reader
    • embedded_asset
    • extra_asset_source
    • hot_asset_reloading
    • asset_processing
    • repeated_texture
    • multi_asset_sync

    async_tasks

    • async_compute
    • external_source_external_thread

    audio

    • audio
    • audio_control
    • decodable
    • soundtrack
    • spatial_audio_2d
    • spatial_audio_3d
    • pitch

    diagnostics

    • log_diagnostics
    • custom_diagnostic
    • enabling_disabling_diagnostic

    states

    • states
    • sub_states
    • computed_states
    • custom_transitions
  6. added a commit that references this issue on Sep 16, 2024
    522d82b
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