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RichTextLabel's built-in effects are not exposed as push_()
functions
#77120
Comments
It was probably a mistake on my part on the original MR -- I don't think there should be any problem with exposing the push functions to scripting language. And yes, the I'll take a look tomorrow. |
Isn't
How so? Do you mean faster for the programmer, or more performant? |
It's more performant to use |
Hi there, was this ever resolved? I am currently trying to use the built-in custom effects. |
Sorry, I've been a bit busy on my end but I should be able to address this sometime this week. Let me put it to the top of my Thursday tasks and I'll try to get it done as it shouldn't be too hard to do. |
No worries! I found a workaround but I do think a lot of things could be easier if we had these functions available. :] |
Should help users who want to use GDScript in conjunction with internal real time effects such as Tornado, Rainbow and Shake. Fixes godotengine#77120
Godot version
4.0.2.stable
Issue description
I noticed something while working on #77117. These RichTextLabel methods exist in the C++ source code, but aren't exposed to GDScript unlike other built-in tags like
push_bgcolor()
:push_fade()
push_shake()
push_wave()
push_tornado()
push_rainbow()
Having these methods exposed would be useful for consistency with other tags, but also because large text is faster to format using
push_*()
methods compared to BBCode.Note that
set_process_internal(true)
is called in the BBCode handler for those tags (example), not in thepush_*()
methods (other thanpush_customfx()
which is exposed). This call should be moved to thepush_*
methods so that it works even if you only usepush_*()
methods to format your RichTextLabel's text.cc @Eoin-ONeill-Yokai – is there a reason these methods aren't exposed?
Keywords for easier searching: RichTextEffect
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