Im creating a more updated and quicker Richtext
module using itty bitty bits and pieces of Defaultio's Richtext
module. One of the features of my Richtext
module is the TextScaled behavior acting more like the inbuilt one roblox has, instead of Defaultio's system of getting the screen gui and dividing it by a percentage for "newlines".
I need to know how i would calculate a roblox TextScaled system in terms of its math, i would like to use as little functions as possible, because it will be ran on every character of the text. I have everything in place a simply need to make the textscaled feature to continue onwards with animations.
UPDATE: Some of you (coughpidgeycough) May not understand what im trying to achieve, not to be harsh on pidgey, his system for getting needed lines at a fontsize helps me 100% as i was going to probably use a more resource intensive way to calculate such system, i want something to get a reasonable FontSize using AbsoluteSize of the gui that makes sure that the FontSize will fit, while also being as big as the FontSize can get. Im not sure about a way on doing this. Dividing the AbsoluteSize by the string size could work but im not sure it would get the biggest size i can do (accounting for allowing lines too) seeing as it might get a fontsize that will fit if only for one line.