Godot: Ability to change font size in RichTextLabel without requiring separate font resources when using DynamicFont

Created on 5 Jul 2016  路  6Comments  路  Source: godotengine/godot

Having a [size=(font height in pixels)] tag for changing the font size (when using a DynamicFont) without requiring separate font resources for each size would be very helpful for things like titles.

Perhaps the font height should be settable using a percentage as well, which would then be relative to the default font size of the RichTextLabel.

discussion enhancement gui

Most helpful comment

This is a good idea. I always thought having the extra font resources for each size was normal. But this seems like the correct way to do it

edit: Oh gosh, Jul 5, 2016. Time flies

All 6 comments

I want to create a issue for this and then find this discussion. Strongly hoping this feature can be brought to godot early.

I'm working on a prototype and want to create many utility components without dependency outside of godot. And the "size of text" is a big problem for me, I can only change the size of text by tuning the rect_scale property of Control(which is not the way i expect). Supporting this tag for bbcode in godot is meaningful and helping people focus on their prototype.

This is a good idea. I always thought having the extra font resources for each size was normal. But this seems like the correct way to do it

edit: Oh gosh, Jul 5, 2016. Time flies

This still isn't supported. Is bbcode only partially supported or are there plans to fully support it?

@Skullfurious BBCode isn't a formal standard, so there is no "full" or "partial" support to speak of :slightly_smiling_face:

Not what you want to hear (me neither) but there's this PR https://github.com/godotengine/godot/pull/29762 that already does this that can be useful @Skullfurious

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