godot/doc/classes/DynamicFontData.xml
Hugo Locurcio fd89464d45
Add a property to control DynamicFont anti-aliasing
- Editor font anti-aliasing can now be disabled in the Editor Settings.
- DynamicFonts used in projects can now have their anti-aliasing
  disabled in their DynamicFontData child. Changes will be visible
  upon reloading the scene in the editor.
2018-11-10 22:07:32 +01:00

38 lines
1.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="DynamicFontData" inherits="Resource" category="Core" version="3.1">
<brief_description>
Used with [DynamicFont] to describe the location of a font file.
</brief_description>
<description>
Used with [DynamicFont] to describe the location of a vector font file for dynamic rendering at runtime.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<members>
<member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased">
Controls whether the font should be rendered with anti-aliasing.
</member>
<member name="font_path" type="String" setter="set_font_path" getter="get_font_path">
The path to the vector font file.
</member>
<member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="DynamicFontData.Hinting">
The font hinting mode used by FreeType.
</member>
</members>
<constants>
<constant name="HINTING_NONE" value="0" enum="Hinting">
Disable font hinting (smoother but less crisp).
</constant>
<constant name="HINTING_LIGHT" value="1" enum="Hinting">
Use the light font hinting mode.
</constant>
<constant name="HINTING_NORMAL" value="2" enum="Hinting">
Use the default font hinting mode (crisper but less smooth).
</constant>
</constants>
</class>