Class CharFXTransform
- Namespace
- Godot
- Assembly
- GodotSharp.dll
By setting various properties on this object, you can control how individual characters will be displayed in a RichTextEffect.
public class CharFXTransform : RefCounted, IDisposable
- Inheritance
-
CharFXTransform
- Implements
- Inherited Members
Constructors
CharFXTransform()
public CharFXTransform()
Properties
Color
The color the character will be drawn with.
public Color Color { get; set; }
Property Value
ElapsedTime
The time elapsed since the RichTextLabel was added to the scene tree (in seconds). Time stops when the RichTextLabel is paused (see ProcessMode). Resets when the text in the RichTextLabel is changed.
Note: Time still passes while the RichTextLabel is hidden.
public double ElapsedTime { get; set; }
Property Value
Env
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 #rrggbb
or #rgb
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 [example foo=hello bar=true baz=42 color=#ffffff]
will map to the following Dictionary:
{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
public Dictionary Env { get; set; }
Property Value
Font
Font resource used to render glyph.
public Rid Font { get; set; }
Property Value
GlyphCount
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.
public byte GlyphCount { get; set; }
Property Value
GlyphFlags
Glyph flags. See TextServer.GraphemeFlag for more info. Setting this property won't affect drawing.
public ushort GlyphFlags { get; set; }
Property Value
GlyphIndex
Font specific glyph index.
public uint GlyphIndex { get; set; }
Property Value
Offset
The position offset the character will be drawn with (in pixels).
public Vector2 Offset { get; set; }
Property Value
Outline
If true
, FX transform is called for outline drawing. Setting this property won't affect drawing.
public bool Outline { get; set; }
Property Value
Range
Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing.
public Vector2I Range { get; set; }
Property Value
RelativeIndex
The character offset of the glyph, relative to the current RichTextEffect custom block. Setting this property won't affect drawing.
public int RelativeIndex { get; set; }
Property Value
Transform
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.
public Transform2D Transform { get; set; }
Property Value
Visible
If true
, the character will be drawn. If false
, 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 Color to Color(1, 1, 1, 0)
instead.
public bool Visible { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.