TextMesh
Generate an PrimitiveMesh
from the text.
class TextMesh
Generate an PrimitiveMesh
from the text.
TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
Superclasses
class PrimitiveMesh
Base class for all primitive meshes. Handles applying a
Material
to a primitive mesh.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var autowrapMode: TextServer.AutowrapMode
If set to something other than
TextServer/AutowrapMode/autowrapOff
, the text gets wrapped inside the node’s bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, seeTextServer.AutowrapMode
.var curveStep: Double
Step (in pixels) used to approximate Bézier curves.
var depth: Double
Depths of the mesh, if set to
0.0
only front surface, is generated, and UV layout is changed to use full texture for the front face only.var font: Font?
Font configuration used to display text.
var fontSize: Int32
Font size of the
TextMesh
’s text.var horizontalAlignment: HorizontalAlignment
Controls the text’s horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the
HorizontalAlignment
constants.var justificationFlags: TextServer.JustificationFlag
Line fill alignment rules. For more info see
TextServer.JustificationFlag
.var language: String
Language code used for text shaping algorithms, if left empty current locale is used instead.
var lineSpacing: Double
Vertical space between lines in multiline
TextMesh
.var offset: Vector2
The text drawing offset (in pixels).
var pixelSize: Double
The size of one pixel’s width on the text to scale it in 3D.
var structuredTextBidiOverride: TextServer.StructuredTextParser
Set BiDi algorithm override for the structured text.
var structuredTextBidiOverrideOptions: GArray
Set additional options for BiDi override.
var text: String
The text to generate mesh from.
var textDirection: TextServer.Direction
Base text writing direction.
var uppercase: Bool
If
true
, all the text displays as UPPERCASE.var verticalAlignment: VerticalAlignment
Controls the text’s vertical alignment. Supports top, center, bottom. Set it to one of the
VerticalAlignment
constants.var width: Double
Text width (in pixels), used for fill alignment.