Add an example to the `CanvasItem.draw_string()` documentation
This closes https://github.com/godotengine/godot-docs/issues/3374.
(cherry picked from commit 0c7735be5b
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@ -296,7 +296,16 @@
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<argument index="4" name="clip_w" type="int" default="-1">
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</argument>
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<description>
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Draws a string using a custom font.
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Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
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[b]Example using the default project font:[/b]
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[codeblock]
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# If using this method in a script that redraws constantly, move the
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# `default_font` declaration to a member variable assigned in `_ready()`
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# so the Control is only created once.
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var default_font = Control.new().get_font("font")
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draw_string(default_font, Vector2(64, 64), "Hello world")
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[/codeblock]
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See also [method Font.draw].
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</description>
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</method>
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<method name="draw_style_box">
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@ -26,6 +26,7 @@
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</argument>
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<description>
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Draw [code]string[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
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See also [method CanvasItem.draw_string].
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</description>
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</method>
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<method name="draw_char" qualifiers="const">
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