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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RichTextEffect" inherits="Resource" version="4.0">
	<brief_description>
		A custom effect for use with [RichTextLabel].
	</brief_description>
	<description>
		A custom effect for use with [RichTextLabel].
		[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.
		[codeblocks]
		[gdscript]
		# The RichTextEffect will be usable like this: `[example]Some text[/example]`
		var bbcode = "example"
		[/gdscript]
		[csharp]
		// The RichTextEffect will be usable like this: `[example]Some text[/example]`
		public string bbcode = "example";
		[/csharp]
		[/codeblocks]
		[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.
	</description>
	<tutorials>
		<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
		<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
	</tutorials>
	<methods>
		<method name="_process_custom_fx" qualifiers="virtual const">
			<return type="bool" />
			<argument index="0" name="char_fx" type="CharFXTransform" />
			<description>
				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.
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>