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Text added in real time in widget makes text go out of widget borders


Dreikblack
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Press space to add text for left button. Right button have a several lines initially but looks as should be.

image.png.9c61baea894963e09deab6fbbcd03cdc.png

  • #include "UltraEngine.h"
    
    using namespace UltraEngine;
    
    int main(int argc, const char* argv[])
    {
        //Get the displays
        auto displays = GetDisplays();
    
        //Create window
        auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]);
    
        //Create framebuffer
        auto framebuffer = CreateFramebuffer(window);
    
        //Create world
        auto world = CreateWorld();
    
        //Create main camera
        auto camera = CreateCamera(world);
        camera->SetPosition(0, 0, -3);
    
        //Load a font
        auto font = LoadFont("Fonts/arial.ttf");
    
        //Create user interface with a semi-transparent background
        auto ui = CreateInterface(world, font, framebuffer->size);
        ui->background->SetColor(0, 0, 0, 0.5);
    
        //Create widget
        iVec2 sz = ui->background->ClientSize();
        auto button = CreateButton("Button", 100, 200, 150, 30, ui->background);
    
        auto button2 = CreateButton("Button2", 500, 200, 150, 30, ui->background);
        for (int i = 0; i < 5; i++)
        {
            button2->AddText("\ntest");
        }
    
        //Create camera
        auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
        orthocamera->SetClearMode(CLEAR_DEPTH);
        orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0);
    
        //UI will only appear in orthographic camera
        orthocamera->SetRenderLayers(2);
        ui->SetRenderLayers(2);
    
        while (true)
        {
            if (window->KeyHit(KEY_SPACE))
            {
                button->AddText("\ntest");
            }
            while (PeekEvent())
            {
                const Event ev = WaitEvent();
                switch (ev.id)
                {
                case EVENT_WINDOWCLOSE:
                    if (ev.source == window)
                    {
                        return 0;
                    }
                    break;
                default:
                    ui->ProcessEvent(ev);
                    break;
                }
            }
    
            world->Update();
            world->Render(framebuffer);
        }
        return 0;
    }

     

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