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* RenderingServer * RichTextEffect * SceneTree * SceneTreeTimer * ScriptCreateDialog * SpinBox * Sprite2D * StreamPeer * String * SurfaceTool * TextEdit * TileMap * Tree * Tween * UDPServer * UndoRedo Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
39 lines
1.7 KiB
XML
39 lines
1.7 KiB
XML
<?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>
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<description>
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A custom effect for use with [RichTextLabel].
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[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]
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[gdscript]
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# The RichTextEffect will be usable like this: `[example]Some text[/example]`
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var bbcode = "example"
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[/gdscript]
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[csharp]
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// The RichTextEffect will be usable like this: `[example]Some text[/example]`
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public string bbcode = "example";
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[/csharp]
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[/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>
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<tutorials>
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<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/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>
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<methods>
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<method name="_process_custom_fx" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="char_fx" type="CharFXTransform">
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</argument>
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<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>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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