[−][src]Struct gdnative_bindings::Font
core class Font
inherits Resource
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
Font inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl Font
[src]
pub fn draw(
&self,
canvas_item: Rid,
position: Vector2,
string: impl Into<GodotString>,
modulate: Color,
clip_w: i64,
outline_modulate: Color
)
[src]
&self,
canvas_item: Rid,
position: Vector2,
string: impl Into<GodotString>,
modulate: Color,
clip_w: i64,
outline_modulate: Color
)
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.
See also [method CanvasItem.draw_string].
Default Arguments
modulate
-Color( 1, 1, 1, 1 )
clip_w
--1
outline_modulate
-Color( 1, 1, 1, 1 )
pub fn draw_char(
&self,
canvas_item: Rid,
position: Vector2,
char: i64,
next: i64,
modulate: Color,
outline: bool
) -> f64
[src]
&self,
canvas_item: Rid,
position: Vector2,
char: i64,
next: i64,
modulate: Color,
outline: bool
) -> f64
Draw character [code]char[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally kerning if [code]next[/code] is passed. 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. The width used by the character is returned, making this function useful for drawing strings character by character.
Default Arguments
next
--1
modulate
-Color( 1, 1, 1, 1 )
outline
-false
pub fn get_ascent(&self) -> f64
[src]
Returns the font ascent (number of pixels above the baseline).
pub fn get_char_size(&self, char: i64, next: i64) -> Vector2
[src]
Returns the size of a character, optionally taking kerning into account if the next character is provided.
Default Arguments
next
-0
pub fn get_descent(&self) -> f64
[src]
Returns the font descent (number of pixels below the baseline).
pub fn get_height(&self) -> f64
[src]
Returns the total font height (ascent plus descent) in pixels.
pub fn get_string_size(&self, string: impl Into<GodotString>) -> Vector2
[src]
Returns the size of a string, taking kerning and advance into account.
pub fn get_wordwrap_string_size(
&self,
string: impl Into<GodotString>,
width: f64
) -> Vector2
[src]
&self,
string: impl Into<GodotString>,
width: f64
) -> Vector2
Returns the size that the string would have with word wrapping enabled with a fixed [code]width[/code].
pub fn has_outline(&self) -> bool
[src]
Returns [code]true[/code] if the font has an outline.
pub fn is_distance_field_hint(&self) -> bool
[src]
pub fn update_changes(&self)
[src]
After editing a font (changing size, ascent, char rects, etc.). Call this function to propagate changes to controls that might use it.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
[src]
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
[src]
If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
[src]
The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
[src]
Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
[src]
The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
[src]
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
[src]
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for Font
[src]
impl Deref for Font
[src]
impl DerefMut for Font
[src]
impl GodotObject for Font
[src]
type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Sealed for Font
[src]
impl SubClass<Font> for BitmapFont
[src]
impl SubClass<Font> for DynamicFont
[src]
impl SubClass<Object> for Font
[src]
impl SubClass<Reference> for Font
[src]
impl SubClass<Resource> for Font
[src]
Auto Trait Implementations
impl RefUnwindSafe for Font
impl !Send for Font
impl !Sync for Font
impl Unpin for Font
impl UnwindSafe for Font
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,