/** * By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. * */ declare class CharFXTransform extends Reference { /** * By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. * */ new(): CharFXTransform; static "new"(): CharFXTransform /** The index of the current character (starting from 0). Setting this property won't affect drawing. */ absolute_index: int; /** * The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks: * * @example * * # `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`. * # See the RichTextEffect documentation for details. * char_fx.character = ord("*") * @summary * * */ character: int; /** The color the character will be drawn with. */ color: Color; /** * The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the [RichTextLabel] is paused (see [member Node.pause_mode]). Resets when the text in the [RichTextLabel] is changed. * * **Note:** Time still passes while the [RichTextLabel] is hidden. * */ elapsed_time: float; /** * Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], [int] or [float], they will be converted automatically. Color codes in the form `#rrggbb` or `#rgb` will be converted to an opaque [Color]. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string. * * For example, the opening BBCode tag `[example foo=hello bar=true baz=42 color=#ffffff]` will map to the following [Dictionary]: * * @example * * {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)} * @summary * * */ env: Dictionary; /** The position offset the character will be drawn with (in pixels). */ offset: Vector2; /** The index of the current character (starting from 0). Setting this property won't affect drawing. */ relative_index: int; /** If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. */ visible: boolean; connect>(signal: T, method: SignalFunction): number; }