<?xml version="1.0" encoding="UTF-8" ?>
<class name="CharFXTransform" inherits="Reference" version="3.2">
	<brief_description>
		Controls how an individual character will be displayed in a [RichTextEffect].
	</brief_description>
	<description>
		By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
		<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="absolute_index" type="int" setter="set_absolute_index" getter="get_absolute_index" default="0">
			The index of the current character (starting from 0). Setting this property won't affect drawing.
		</member>
		<member name="character" type="int" setter="set_character" getter="get_character" default="0">
			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:
			[codeblock]
			# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.
			# See the RichTextEffect documentation for details.
			char_fx.character = ord("*")
			[/codeblock]
		</member>
		<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )">
			The color the character will be drawn with.
		</member>
		<member name="elapsed_time" type="float" setter="set_elapsed_time" getter="get_elapsed_time" default="0.0">
			The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS].
			[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
		</member>
		<member name="env" type="Dictionary" setter="set_environment" getter="get_environment" default="{}">
			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 [code]#rrggbb[/code] or [code]#rgb[/code] 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 [code][example foo=hello bar=true baz=42 color=#ffffff][/code] will map to the following [Dictionary]:
			[codeblock]
			{"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
			[/codeblock]
		</member>
		<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
			The position offset the character will be drawn with (in pixels).
		</member>
		<member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0">
			The index of the current character (starting from 0). Setting this property won't affect drawing.
		</member>
		<member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true">
			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.
		</member>
	</members>
	<constants>
	</constants>
</class>
