[−][src]Struct gdnative::api::CharFXTransform
core class CharFXTransform
inherits Reference
(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
CharFXTransform 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 CharFXTransform
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pub fn new() -> Ref<CharFXTransform, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn absolute_index(&self) -> i64
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The index of the current character (starting from 0). Setting this property won't affect drawing.
pub fn character(&self) -> i64
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The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks:
[codeblock]
# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.
# See the RichTextEffect documentation for details.
char_fx.character = ord("*")
[/codeblock]
pub fn color(&self) -> Color
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The color the character will be drawn with.
pub fn elapsed_time(&self) -> f64
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The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS].
[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
pub fn environment(&self) -> Dictionary<Shared>
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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 [code]#rrggbb[/code] or [code]#rgb[/code] 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 [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
[codeblock]
{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
[/codeblock]
pub fn offset(&self) -> Vector2D<f32, UnknownUnit>
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The position offset the character will be drawn with (in pixels).
pub fn relative_index(&self) -> i64
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The index of the current character (starting from 0). Setting this property won't affect drawing.
pub fn is_visible(&self) -> bool
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If [code]true[/code], the character will be drawn. If [code]false[/code], 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 [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
pub fn set_absolute_index(&self, index: i64)
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The index of the current character (starting from 0). Setting this property won't affect drawing.
pub fn set_character(&self, character: i64)
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The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks:
[codeblock]
# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.
# See the RichTextEffect documentation for details.
char_fx.character = ord("*")
[/codeblock]
pub fn set_color(&self, color: Color)
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The color the character will be drawn with.
pub fn set_elapsed_time(&self, time: f64)
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The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS].
[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
pub fn set_environment(&self, environment: Dictionary<Shared>)
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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 [code]#rrggbb[/code] or [code]#rgb[/code] 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 [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
[codeblock]
{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
[/codeblock]
pub fn set_offset(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
The position offset the character will be drawn with (in pixels).
pub fn set_relative_index(&self, index: i64)
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The index of the current character (starting from 0). Setting this property won't affect drawing.
pub fn set_visibility(&self, visibility: bool)
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If [code]true[/code], the character will be drawn. If [code]false[/code], 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 [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
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Initializes the internal reference counter. Use this only if you really know what you are doing.
Returns whether the initialization was successful.
Trait Implementations
impl Debug for CharFXTransform
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impl Deref for CharFXTransform
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impl DerefMut for CharFXTransform
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impl GodotObject for CharFXTransform
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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
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for CharFXTransform
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fn construct() -> Ref<CharFXTransform, Unique>
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impl SubClass<Object> for CharFXTransform
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impl SubClass<Reference> for CharFXTransform
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Auto Trait Implementations
impl RefUnwindSafe for CharFXTransform
impl !Send for CharFXTransform
impl !Sync for CharFXTransform
impl Unpin for CharFXTransform
impl UnwindSafe for CharFXTransform
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,