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# Objective Text2d doesn't respond to changes to the window scalefactor. Fixes #16223 ## Solution In `update_text2d_layout` store the previous scale factor in a `Local` instead and check against the current scale factor to detect changes. It seems like previously the text wasn't updated because of a bug with the `WindowScaleFactorChanged` event and it isn't emitted after changes to the scale factor. That needs to be looked into, but this will work for now. ## Testing Really simple app that draws a big message in the middle of the window: ``` use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands) { commands.spawn(Camera2d); commands.spawn(( Text2d::new("Hello"), TextFont { font_size: 400., ..Default::default() }, )); } ``` Looks fine: <img width="500" alt="hello1" src="https://github.com/user-attachments/assets/5320746b-687e-4682-9e4c-bc43ab7ff9d3"> On main, after changing the monitor's scale factor: <img width="500" alt="hello2" src="https://github.com/user-attachments/assets/486cea16-fc44-4d66-9468-6f68905d4196"> With this PR the text maintains the same size and position after the scale factor is changed. |
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