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* Always emit dynamic font change in update_oversamplingRuslan Mustakov2018-05-081-1/+1
| | | | | | | | | | Fixes #15787. The issue occurred when two (or more) separate DynamicFont instances used the same DynamicFontAtSize instance due to having equal properties. The first instance updated its data_at_size and emitted "changed" signal, but the second did not because it considered the data_at_size to be up to date, even though it has just been updated.
* Perfect FreeType-based outlines for DynamicFontsRuslan Mustakov2018-05-081-3/+32
| | | | | | | | | | | | | | | | | | | | | | | - Implement outlines based on FreeType Stroker API. This allows artifact-free results, similar to what you will see in Web or any text editing tools. Outline is a part of DynamicFont rather than Label, because outlines have to be baked into the font's atlas. Font has a default outline_color and a Label can specify font_outline_modulator that will be multiplied with the Font's color to get the final result. - draw_char now has to be called twice to fully render a text - first with p_outline == true for each character and then with p_outline == false for each character. - Number of draw-calls is reduced from 5 to 2 per outlined character. - Overall cleanup of DynamicFont code, extracted duplicated code pieces into separate methods. - The change is backward-compatible - Labels still have outline properties that work exactly as they worked before. Closes #16279.
* Add an hinting mode setting to DynamicFontsHugo Locurcio2018-02-281-0/+12
| | | | | | | - Editor font hinting can now be tweaked in the Editor Settings. - DynamicFonts used in projects now have tweakable hinting settings in their DynamicFontData child. Changes will be visible upon reloading the scene in the editor.
* Merge pull request #15780 from volzhs/emojiRémi Verschelde2018-02-191-0/+1
|\ | | | | Support colored font
| * Support colored fontvolzhs2018-01-161-0/+1
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* | I have no idea why this commit fixes #15392Juan Linietsky2018-01-211-7/+9
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make dynamic font oversampling fully dynamic.Juan Linietsky2017-12-191-0/+11
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* Added font oversampling supportJuan Linietsky2017-12-191-5/+8
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-0/+2
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Cache DynamicFont resource for Androidvolzhs2017-03-241-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-59/+44
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-1/+1
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* DynamicFont caches now accounts for texture flagsZher Huei Lee2016-08-021-9/+17
| | | | CacheID added for future-proofing
* Added extra spacing support for DynamicFontZher Huei Lee2016-08-021-0/+18
| | | | | Side effect is that label min-size will now take into account kerning.
* Added texture mipmaps and filtering to DynamicFontZher Huei Lee2016-08-021-3/+15
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* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-2/+2
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* DynamicFontData can be built-in (will still link to a ttf though), closes #4600Juan Linietsky2016-06-181-0/+4
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* changed font system to use fallbacksJuan Linietsky2016-05-301-3/+20
| | | | this way more than 64k characters can be used
* Finalized DynamicFont implementationJuan Linietsky2016-05-291-37/+39
| | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* Support for dynamic fonts (TTF)Juan Linietsky2016-05-011-0/+175
Added support for DynamicFont, which can load a TTF of any size to use as a font. No import required.