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[BUG REPORT]: TextComponent sizing mechanism is inconsistent #6

@thebest12dev

Description

@thebest12dev

Bug description
The TextComponent does not resize correctly, as seen in different fonts and configurations.

Steps to reproduce:

  1. Create a TextComponent (label, button, etc.)
  2. Set the font size to a large size.
  3. Set the text and see the bug.

Expected behavior
The TextComponent should resize correctly, but it isn't happening in this case.

Screenshots

Image
As you can see, the intended text is "This is a label. Foo bar baz foo bar baz."

Information
CinnamonToast Version: 1.6.0 (development)
Platform: windows

Log File

[INFO] [cliMain]: verbose enabled, debug logs shown
[INFO] [cliMain]: launching executable...
[INFO] [invokeExecutable]: platform: Windows 8
[DEBUG] [invokeExecutable]: loading XML file...
[DEBUG] [invokeExecutable]: getting root...
[DEBUG] [invokeExecutable]: file is compatible with app?
[DEBUG] [invokeExecutable]: getting HINSTANCE...
[DEBUG] [invokeExecutable]: creating window...
[DEBUG] [Window]: initializing win32 parameters...
[DEBUG] [Window]: calling CreateWindowEx...
[DEBUG] [windowProc]: message type: WM_CREATE
[DEBUG] [windowProc]: calling initializeDirect2D...
[DEBUG] [initializeDirect2D]: initializing Direct2D...
[DEBUG] [initializeDirect2D]: creating d2d1 factory...
[DEBUG] [initializeDirect2D]: creating renderer target...
[DEBUG] [invokeExecutable]: window title: CToasti
[DEBUG] [setTitle]: window title set
[DEBUG] [invokeExecutable]: resizing window...
[DEBUG] [setSize]: resized window
[DEBUG] [invokeExecutable]: setting window background color...
[DEBUG] [invokeExecutable]: parsing labels...
[DEBUG] [add]: added new component
[DEBUG] [add]: added new component
[DEBUG] [invokeExecutable]: parsing progress bars...
[DEBUG] [add]: added new component
[DEBUG] [invokeExecutable]: parsing buttons...
[DEBUG] [add]: added new component
[DEBUG] [invokeExecutable]: loading libraries...
[DEBUG] [add]: added new component
[DEBUG] [invokeExecutable]: entering main loop...
[DEBUG] [setVisible]: window visible = true
[INFO] [run]: Running window...
[DEBUG] [windowProc]: checking if OpenGL is initialized...
[DEBUG] [windowProc]: OpenGL context not found, falling back to Direct2D...

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