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[Complex Text Layouts] Implement TextServer interface. #41100
[Complex Text Layouts] Implement TextServer interface. #41100
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…ls to use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
…vasItem, Theme and modified controls documentation.
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This is an incredible piece of work. I think its really good, probably best to leave it up to the community to use and give feedback on usage but I think it should be good enough. My main fear is backwards compatibility with older scenes, but I guess it should work? |
We are discussing a way to do compatibility filters between older and newer Godot versions, so there might be a way I guess. |
Here we go! A huge thank you for this amazing feature! |
bool Control::is_layout_rtl() const {
if (data.layout_dir == LAYOUT_DIRECTION_INHERITED) {
Window *parent_window = Object::cast_to<Window>(get_parent());
Control *parent_control = get_parent_control();
if (parent_control) {
return parent_control->is_layout_rtl();
} else if (parent_window) {
return parent_window->is_layout_rtl();
} else {
if (GLOBAL_GET("display/window/force_right_to_left_layout_direction")) {
return true;
}
} else if (data.layout_dir == LAYOUT_DIRECTION_LOCALE) {
if (GLOBAL_GET("display/window/force_right_to_left_layout_direction")) {
return true;
} |
So I noticed it just now, but why does this PR introduce theme font sizes instead of using theme constants for this purpose? |
Font size have some extra fallback logic for the Theme and global default values, constants use |
Part of godotengine/godot-proposals#1180 implementation.
Depends on #40999TODO:
Label
,LineEdit
,TextEdit
,RichTextLabel
) TS base text ✔️LineEdit
s andCodeEdit
✔️Label
✔️LineEdit
✔️TextEdit
+CodeEdit
✔️RichTextLabel
(probably will be done as the separate PR)MessageQuery
size to 2048 KB to handle additionalLineEdit
/TextEdit
popup submenus (superseded by MessageQueue: Change default queue size to 4096 KB #42296) ✔️Breaking changes:
BitmapFont
,DynamicFont
andDyamicFontData
are removed and replaced with universalFont
+FontData
, actual implementation is handled byTextServer
.Font
andCanvasItem
API changes:draw_multiline_string
function.DynamicFont
fallback (single list ofFontData
).Major Font API changes:
Old:New:
TextServer interface structure:
Test projects:
GDNative plugin template: https://github.com/bruvzg/gdnative_text_server_template
Current status:
RichTextLabel
and containers support mirroring and useTexeServer
base text rendering.Input:
Input of the characters outside BMP (codes
> 0xFFFF
, emoji, rare/ancient scripts, e.t.c.) is fully tested on macOS, Windows 10, Android and Wine under macOS.Should work on Linux (input is received as UTF-8 string), but might need some more testing with different input methods.
On iOS, it should work as well (input is received as UTF-16 string), but I can't test it since I do not have any iOS device, and simulator currently do not have all Metal features supported to run Godot.
Screenshots - click to expand
Fixed and related issues / PRs:
Previous implementations: #21791, #10546
Fixes #40688
Fixes #28371
Fixes #3081
Fixes #9961
Fixes #982