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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "RichTextEffect" inherits= "Resource" version= "4.0" >
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<brief_description >
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A custom effect for use with [RichTextLabel].
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</brief_description>
<description >
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A custom effect for use with [RichTextLabel].
[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be defined as a member variable called [code]bbcode[/code] in the script.
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[codeblocks]
[gdscript]
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# The RichTextEffect will be usable like this: `[example]Some text[/example]`
var bbcode = "example"
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[/gdscript]
[csharp]
// The RichTextEffect will be usable like this: `[example]Some text[/example]`
public string bbcode = "example";
[/csharp]
[/codeblocks]
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[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
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</description>
<tutorials >
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<link title= "BBCode in RichTextLabel" > https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title= "RichTextEffect test project (third-party)" > https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
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</tutorials>
<methods >
<method name= "_process_custom_fx" qualifiers= "virtual" >
<return type= "bool" >
</return>
<argument index= "0" name= "char_fx" type= "CharFXTransform" >
</argument>
<description >
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Override this method to modify properties in [code]char_fx[/code]. The method must return [code]true[/code] if the character could be transformed successfully. If the method returns [code]false[/code], it will skip transformation to avoid displaying broken text.
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</description>
</method>
</methods>
<constants >
</constants>
</class>