Move rich text implimentation as default text renderer #7595
Shadowblitz16
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GUI
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Text in Godot can already be performance heavy, and RTL is heavier than Label |
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Describe the project you are working on
Spaceship Game
Describe the problem or limitation you are having in your project
I would like to use ui elements with rich text effect depending on the ui state
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Move rich text to be the default text renderer and add custom rich text effects to control and label3d.
Each control state would have the ability to add text overloads.
For example button could have different rich text based on normal, pressed, hovered, focused, disabled
This allows us to have way more control over text in godot
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
see last
If this enhancement will not be used often, can it be worked around with a few lines of script?
This can be worked around in cases like buttons which you can just add a child but doesn't if it's something like tab container which is a composite control
Is there a reason why this should be core and not an add-on in the asset library?
Rich text is already part of core but it only works as a separate label node.
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