[Plugin] AutoScale Lite for GUIs - Scale your UI

Cool! Good for UI Designing

37 Likes

Works perfectly fine!

14 Likes

Very awesome!

10 Likes

I would like for there to be an option to automatically convert any newly inserted UI elements to scale so I don’t have to do that manually. Then I would definitely get this.

28 Likes

Really cool! Thank you so much for making this plugin!! ;D

11 Likes

I actually started working on that yesterday lol, going to release it today.

Edit: Released the new update but the settings toggle doesn’t seem to be working, will fix tomorrow.

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26 Likes

This plugin will make a fine addition to my collection

33 Likes

Awesome, I’ve been looking for something like this for ages. My attempts at UI design had been previously slaughtered by it looking funky on different size screens, and I never did get these UI constraint things. Thank you, this will be very helpful. :slight_smile:

11 Likes

Hi everyone, the new update has arrived and the setting now works.

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Click the Settings button at the plugin tab to open this gui, your settings are saved through the plugin. Please tell me if you experience crashes when clicking the button.

21 Likes

This. Is. Amazing.

8 Likes

This actually helps a lot- great time saver.

8 Likes

So helpful! Thank you! :slight_smile:

9 Likes

Np, if you have any feature suggestions just message me <3

12 Likes

Yeah I noticed default scale would just make images or frames WAY too big and messing around with it can get really confusing and time consuming thanks for making this plugin, I’ll use it a lot :+1:

14 Likes

The AutoScale feature has actually transformed my UI design completely, and scalability is excellent now, so thank you!

One gripe I have about GUIs is that TextScaled is kinda limited; if you have a row of TextButtons, and each is set to automatically scale, they’re all going to have different text sizes and look terrible. Right now, I circumvent this in my game by changing the TextSize every time the game resolution is changed until TextFits = false for every TextLabel in the same “group”, and then use the the biggest TextSize that fits all the TextLabels in the group. Have you had any experience dealing with this? I hope it’s not too off-topic, but if no functionality exists (well… that I’m aware of) I feel like this would be a good concept for a public module (not sure how a plug-in would work).

10 Likes

Useful for new developers! Great job! :+1:

6 Likes

I’ve definitely experienced this before, I’ll look into how I could implement a fix into a plugin. Thanks!

(Might make a viewport frame plugin soon)

11 Likes

I thought of doing it as a module, where you have a method like Module:AddTextGroup(group), where group is an array of TextLabels/Buttons that must be the same size. Every time the method is called it scales the text group to the same, largest possible size, and every time the game resolution changes, it does the same for all added text groups

Actually, I think I’m gonna make this now, lol, I already do a similar thing for my game GUI, but it’s cumbersome having to connect to my custom ResolutionChanged event every time.

5 Likes

UITextSizeConstraints will help with this

6 Likes

I just learned about that, but I’m not sure if I should use them or not, since it doesn’t seem like it’s going to be much more efficient or easy.

This currently works quite well for me, but it’s not really the most efficient; around 1% script usage for me when vigorously changing the resolution, and that’s with only 2 text label groups, but I think it should be OK since a small performance hit can generally be ignored when you’re resizing your game for half a second.

Would appreciate thoughts on if there’s a better way to do this though

Example place Smart Text Scaler.rbxl (20.2 KB)

Module modelSmartTextScaler.rbxm (2.8 KB)

Text scaling with module (updates with resolution):

Regular TextScaled:

Here is the module;

   --[[
	SmartTextHandler module by Bobby_Darin
	
	This simulates the TextScaled property for TextButtons and TextLabels,
	but allows you to set a "group" of TextButtons and TextLabels
	which will all scale to the same size (the largest size possible,
	without any one member of the group having a text size too big for
	their gui object).
	
	By default, the TextSize will update every time the game resolution
	is changed by the player.
	
	This works by finding the longest TextLabel/TextButton of the group,
	and then finding the largest possible text size for this TextObject
	(without the text escaping the bounds of the gui container),
	and then setting all the TextObjects in the group to that size.
	
	To use, Module:NewGroup(object : table)
	
	The object dictionary argument should consist of;
	
		Required properties
	
			array TextObjects : all TextLabels and TextButtons in the same 
			"group," which will all maintain the same text size whenever
			the resolution is changed.
	
		Optional properties
		
			bool OnlyUpdateWhenVisible (false)
				When the game resolution is changed, the text group
				size will only update if at least one member of
				TextObjects is visible.
				
			bool UpdateWhenMadeVisible (false)
				Update the text group size whenever a member of 
				TextObjects is made visible, in addition to
				whenever the resolution is changed
		
			int MinTextSize (1)
			int MaxTextSize(1)
			
			Vector2 TextBorderSize (2, 2)
			number SizeModifier (0.95)
			
			
	Example usage:
	
	----
	Module:NewGroup{
		TextObjects = {
			TextLabel1,
			TextLabel2,
			TextButton1
		},
		
		MaxTextSize = 50,
	}
	----
	
	TextLabel1, TextLabel2, and TextButton1 will now be automatically scaled,
	and all maintain the same text size too.
	
--]]

------------------------------------------

local SmartTextHandler = {}

local text_service = game:GetService("TextService")
local GetTextSize = text_service.GetTextSize

------------------------------------------
-- Methods

function SmartTextHandler:NewGroup(object)
	if not object then
		return
	end
	
	if not object.TextObjects then
		return
	end
	
	setmetatable(object, self)
	self.__index = self
	
	object.MinTextSize = object.MinTextSize or 1
	object.MaxTextSize = object.MaxTextSize or 100
	
	object.TextBorderSize = object.TextBorderSize or Vector2.new(2, 2)
	object.SizeModifier = object.SizeModifier or 0.95

	object:Update()
	
	if object.UpdateWhenMadeVisible then
		for k,text_object in next, object.TextObjects do
			text_object.Changed:connect(function(property)
				if property ~= "Visible" or not text_object.Visible then
					return
				end
				object:Update()
			end)
		end
	end
	
	workspace.CurrentCamera.Changed:connect(function(property)
		if property ~= "ViewportSize" then
			return
		end
		
		-- property == "ViewportSize"
		if not object.OnlyUpdateWhenVisible then
			object:Update()
			return
		end
		
		-- object.OnlyUpdateWhenVisible == true
		for k,text_object in next, object.TextObjects do
			if text_object.Visible then
				-- a TextObject is visible, so update the group
				object:Update()
				return
			end
		end
	end)
	
	return object
end

function SmartTextHandler:GetLongestTextObject()
	local longest_object = nil
	local longest_object_str_length = 0
	
	for k,text_object in next, self.TextObjects do
		if #text_object.Text > longest_object_str_length then
			longest_object = text_object
			longest_object_str_length = #text_object.Text
		end
	end
	
	return longest_object
end

function SmartTextHandler:Update()
	local best_size = 0

	-- Text sizing is based off of the TextObject with
	-- the most characters, as this object will have a lower possible 
	-- font size than the rest of the group
	
	local longest_object = self:GetLongestTextObject()
	local text = longest_object.Text
	local font = longest_object.Font
	
	local bounds = (longest_object.AbsoluteSize - self.TextBorderSize) * self.SizeModifier
	local wrap_size = Vector2.new(bounds.X, 1e4)
	
	for font_size = self.MinTextSize + 1, self.MaxTextSize + 1 do
		local text_size = GetTextSize(
			text_service, 
			text,
			font_size,
			font,
			wrap_size
		)
		
		if text_size.X >= bounds.X or text_size.Y >= bounds.Y then
			best_size = font_size - 1
			break
		end
	end
		
	for k,text_object in next, self.TextObjects do
		text_object.TextScaled = false
		text_object.TextWrapped = true
		text_object.TextSize = best_size
	end
	
	if self.OnUpdate then
		self:OnUpdate()
	end
end

return SmartTextHandler
16 Likes