Texto - mgea/godot GitHub Wiki
Hay dos tipos de nodos para texto:
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Label Hereda de:
Control < CanvasItem < Node < Object
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RichTextLabel Hereda de
Control < CanvasItem < Node < Object
El texto se asocia al UI del proyecto
Ref: https://docs.godotengine.org/en/stable/tutorials/ui/gui_skinning.html
Se proporciona un "GUI skinning" (theme), que permite personalizar el look & feel de cada componente en el IU
El tema se configura con los siguientes elementos:
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Color EL color color se usa para texto (fuentes) y backgrounds. Colors can also be used for modulation of controls and icons.
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Font A font resource, which is used by controls that display text. Fonts contain most text rendering settings, except for its size and color. On top of that, alignment and text direction are controlled by individual controls.
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Font size. An integer value, which is used alongside a font to determine the size at which the text should be displayed.
Icon
A texture resource, which is normally used to display an icon (on a Button, for example).
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Dynamic fonts (https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html#dynamic-fonts) Godot supports the following dynamic font formats:
- TrueType Font or Collection (.ttf, .ttc)
- OpenType Font or Collection (.otf, .otc)
- Web Open Font Format 1 (.woff)
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Bitmap fonts (https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html#bitmap-fonts) Godot supports the BMFont (.fnt) bitmap font format. This is a format created by the BMFont program. Many BMFont-compatible programs also exist, like BMGlyph or web-based fontcutter.
https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html