b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
53 lines
3.7 KiB
XML
53 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CharFXTransform" inherits="Reference" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Controls how an individual character will be displayed in a [RichTextEffect].
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</brief_description>
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<description>
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By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
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<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="absolute_index" type="int" setter="set_absolute_index" getter="get_absolute_index" default="0">
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The index of the current character (starting from 0) for the [RichTextLabel]'s BBCode text. Setting this property won't affect drawing.
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</member>
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<member name="character" type="int" setter="set_character" getter="get_character" default="0">
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The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks:
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[codeblock]
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# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.
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# See the RichTextEffect documentation for details.
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char_fx.character = ord("*")
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[/codeblock]
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )">
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The color the character will be drawn with.
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</member>
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<member name="elapsed_time" type="float" setter="set_elapsed_time" getter="get_elapsed_time" default="0.0">
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The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the [RichTextLabel] is paused (see [member Node.pause_mode]). Resets when the text in the [RichTextLabel] is changed.
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[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
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</member>
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<member name="env" type="Dictionary" setter="set_environment" getter="get_environment" default="{}">
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Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], [int] or [float], they will be converted automatically. Color codes in the form [code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque [Color]. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string.
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For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
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[codeblock]
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{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
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[/codeblock]
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
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The position offset the character will be drawn with (in pixels).
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</member>
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<member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0">
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The index of the current character (starting from 0) for this [RichTextEffect] custom block. Setting this property won't affect drawing.
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</member>
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<member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true">
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If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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