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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CharFXTransform" inherits= "RefCounted" 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>
<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>
<tutorials >
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<link title= "BBCode in RichTextLabel" > $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
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<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>
<members >
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" default= "Color(0, 0, 0, 1)" keywords= "colour" >
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The color the character will be drawn with.
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</member>
<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.process_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>
<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.
For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
[codeblock]
{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
[/codeblock]
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</member>
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<member name= "font" type= "RID" setter= "set_font" getter= "get_font" default= "RID()" >
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Font resource used to render glyph.
</member>
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<member name= "glyph_count" type= "int" setter= "set_glyph_count" getter= "get_glyph_count" default= "0" >
Number of glyphs in the grapheme cluster. This value is set in the first glyph of a cluster. Setting this property won't affect drawing.
</member>
<member name= "glyph_flags" type= "int" setter= "set_glyph_flags" getter= "get_glyph_flags" default= "0" >
Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this property won't affect drawing.
</member>
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<member name= "glyph_index" type= "int" setter= "set_glyph_index" getter= "get_glyph_index" default= "0" >
Font specific glyph index.
</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= "outline" type= "bool" setter= "set_outline" getter= "is_outline" default= "false" >
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If [code]true[/code], FX transform is called for outline drawing. Setting this property won't affect drawing.
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</member>
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<member name= "range" type= "Vector2i" setter= "set_range" getter= "get_range" default= "Vector2i(0, 0)" >
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Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing.
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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" >
The character offset of the glyph, relative to the current [RichTextEffect] custom block. Setting this property won't affect drawing.
</member>
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<member name= "transform" type= "Transform2D" setter= "set_transform" getter= "get_transform" default= "Transform2D(1, 0, 0, 1, 0, 0)" >
The current transform of the current glyph. It can be overridden (for example, by driving the position and rotation from a curve). You can also alter the existing value to apply transforms on top of other effects.
</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>
</members>
</class>