37d164e24e
See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669 The method was implemented back when Dictionary.get(key, default) did not exist, but now that it does we do not need a custom method in CharFXTransform. It's a new feature in 3.2, so does not break compat with 3.1.x.
53 lines
3.5 KiB
XML
53 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CharFXTransform" inherits="Reference" category="Core" version="3.2">
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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>http://docs.godotengine.org/en/latest/tutorials/gui/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). 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 project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS].
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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). 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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