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_posts/2024-12-17-devlog-10-24.md

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---
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title: "Rakugo Project Devlog #10/24"
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date: 2024-12-17
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published: true
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categories:
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- news
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- docs
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- devlog
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author: "Jeremi360"
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excerpt: "In this Devlog:
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**Update on Incremental Updates**,
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**Rakugo Nodes 1.0 release**,
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**Godot Fonts Icons 1.0** release is ready to replace*
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**Godot Material Icons** and **Emojis for Godot**
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"
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---
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Hi everyone, welcome to **10th** devlog of **Rakugo Project** in year 2024.
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If you find my projects useful, you can support the project via **[Patreon]**.
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Thank you very much, if you decided to do!
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## Update on Incremental Updates
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Since a lot of time has passed since the previous devlog,
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you might have thought that the switch to the Incremental Updates system was unsuccessful.
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The truth is that the assignment I was working on got delayed and only finished at the beginning of this month.
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The switch to the Incremental Updates system itself was successful,
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but it took some time, because if someone checks the commits to Godot Font Icons,
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they will see that they are mostly fixes, with only one new feature added in the meantime.
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## Rakugo Nodes v1.0
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So what is Rakugo Nodes, and why didn't I say anything about it before?
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Well, it's a project that happened and will happen as an incident of other projects.
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Because it's an up-to-date collection of different nodes,
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that my other projects use, but which can also be used separately.
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The first such node is **ButtonContainer**,
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it is used by Godot Fonts Icons and will also be used by the next version of **AdvancedText**.
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**ButtonContainer** is a node that allows you to easily create a button with non-standard content,
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because it is a **Container** that looks and behaves like **Button**, but does not inherit from it.
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Here are examples of its use:
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![](/images/devlog/ButtonContanier-ex01.gif)
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![](/images/devlog/ButtonContanier-ex02.gif)
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![](/images/devlog/ButtonContanier-ex03.gif)
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**You can [Download it from here](https://github.com/rakugoteam/Rakugo-Nodes/releases).**
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## Godot Icons Fonts v1.0
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***Compatible with Godot 4.1+***
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Makes easy to find and use icons from popular icon-fonts in your Godot project.
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## What problems it solves:
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### You only needs this addon - as you don't have:
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1. to go online find font
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1. then find icon
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1. check icon licence - and maybe you need to search for another
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1. finally download it
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### Better alterative to Godot's build emojis as
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- to use them you need to find unicode online
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- they don't work on some platforms for example Web
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- they are outdated
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## Included
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### Dependencies
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- [Rakugo Nodes](https://github.com/Jeremi360/Rakugo-Nodes)
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### Icons Fonts
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- [*Templarian's Material-Design-Icons*](https://github.com/templarian/MaterialDesign), </br>
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a collection of icons for the [Material Design](https://material.io/) specification.
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- [Google Noto Emojis Color font][noto-emoji]
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*Material-Design-Icons*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/mi-docked.png)
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*Noto-Emojis*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/emojis-docked.png)
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### Resource
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**FontIconSetting** - Resource for setting which and how to display FontIcon.
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/font-icon-settings.png)
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### Nodes
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- **FontIcon**: Control Node that displays IconFont.
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- **FontIconButton**: Button* That have IconFont and can have label.
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- **FontIconCheckButton**: CheckButton* That have IconFont and can have label.
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\* - Those nodes behaves like button,
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but they don't extends from **Button**.
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*FontIcon*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/mi-font-icon.png)
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*FontIconButton*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/emoji-button.png)
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*FontIconCheckButton*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/mi-check-button.png)
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### Singleton
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**IconsFonts** is singleton for easier use of icons anywhere in your project.
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## In Editor
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It's adds **IconsFinder** (docked to bottom by default).
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So you can find the icons easily, click on icon to get its name to clipboard.
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It can be in dock mode at bottom or in window mode.
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That can be switched in Godot's **Tools** menu.
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/menu-tools.png)
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Or using *Command Pallet* (`Ctrl+Shift+P`)
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/command-pallet.png)
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*docked mode*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/mi-docked.png)
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*window mode*
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/emojis-window.png)
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## Using it with RichTextLabel
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You can use the icons in RichTextLabel.
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/rich-text-icons.png)
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```gdscript
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@tool
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extends RichTextLabel
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@export_multiline
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var text_with_icons: String:
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set(value):
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if !is_node_ready(): await ready
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text_with_icons = value
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bbcode_enabled = true
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text = IconsFonts.parse_text(value)
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get: return text_with_icons
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func _ready():
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bbcode_enabled = true
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text = IconsFonts.parse_text(text_with_icons)
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```
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## Exporting
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For emojis to work in exported projects,
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you need add `*.json` files to include files settings:
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![](https://github.com/rakugoteam/Godot-Icons-Fonts/raw/godot-4/.assets/export.png)
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## Know Issues
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- Window mode is init with empty icons render*
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\**To fix just change back-and-forward to icon font you want to use.*
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## Compatibility
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This addon is replacing our previous to addons:
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- [Godot Material Icons](https://github.com/rakugoteam/Godot-Material-Icons)
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- [Emojis For Godot](https://github.com/rakugoteam/Emojis-For-Godot)
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We had broken backward compatibility with them for those reasons:
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- In feature we want to support more IconsFonts so we can use `[icon:icons-name]` in text parsing.
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- We redesigned how addon works under the hood
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- We had too rename nodes
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**You can [Download it from here](https://github.com/rakugoteam/Godot-Icons-Fonts/releases/).**
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_Merry Christmas, and see you in Happy New Year!_
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[Patreon]: https://www.patreon.com/rakguoteam
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