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DialogueLabel

Inherits: RichTextLabel < Control < CanvasItem < Node < Object

Description

A custom RichTextLabel made for displaying and rendering Dialogue. For most part, dialogue rendering are already handled by TheatreStage.

Properties

Returns Property Default
float chars_per_second 67.7
bool rendering_paused false

Methods

Returns Function
void clear_render()
TheatreStage get_stage()
bool is_rendering()
void pause_render()
void rerender()
void resume_render()
void set_stage( stage: TheatreStage )
void start_render()

Signals

  • character_drawn()

    Emitted everytime each character is drawn.

  • text_rendered()

    Emitted when the text or the Dialogue line has finished rendering.

Property Descriptions

float chars_per_second = 67.7

Character count that will be rendered every second.


bool rendering_paused = false

If true, text rendering will be paused. Progressing dialogue won't work until rendering_paused is set to false, or resume_render() is called.

See also pause_render() and resume_render().


Method Descriptions

void clear_render()

Stop rendering dialogue, and clear the displayed text.


TheatreStage get_stage()

Returns the TheatreStage that is currently controling the DialogueLabel.


bool is_rendering()

Returns true if the DialogueLabel is in the process of rendering dialogue.


void pause_render()

Pause text rendering. The same as setting rendering_paused to true.


void rerender()

Restart the rendering. Written dialogue functions will also be re-called.


void resume_render()

Continue paused text rendering. The same as setting rendering_paused to false.


void set_stage( stage: TheatreStage )

Set the TheatreStage that will be used to control the DialogueLabel. If there's already a TheatreStage set, this will remove the previous TheatreStage.dialogue_label.


void start_render()

Start the rendering of the current dialogue line.