|  | 
|  | 1 | +--- | 
|  | 2 | +title: "Rakugo Project Devlog #10/24" | 
|  | 3 | +date: 2024-12-17 | 
|  | 4 | +published: true | 
|  | 5 | +categories: | 
|  | 6 | +  - news | 
|  | 7 | +  - docs | 
|  | 8 | +  - devlog | 
|  | 9 | +author: "Jeremi360" | 
|  | 10 | +excerpt: "In this Devlog: | 
|  | 11 | +  **Update on Incremental Updates**, | 
|  | 12 | +  **Rakugo Nodes 1.0	release**, | 
|  | 13 | +  **Godot Fonts Icons 1.0** release is ready to replace* | 
|  | 14 | +  **Godot Material Icons** and **Emojis for Godot** | 
|  | 15 | +  " | 
|  | 16 | +--- | 
|  | 17 | + | 
|  | 18 | +Hi everyone, welcome to **10th** devlog of **Rakugo Project** in year 2024. | 
|  | 19 | +If you find my projects useful, you can support the project via **[Patreon]**. | 
|  | 20 | +Thank you very much, if you decided to do! | 
|  | 21 | + | 
|  | 22 | +## Update on Incremental Updates | 
|  | 23 | + | 
|  | 24 | +Since a lot of time has passed since the previous devlog, | 
|  | 25 | +you might have thought that the switch to the Incremental Updates system was unsuccessful. | 
|  | 26 | +The truth is that the assignment I was working on got delayed and only finished at the beginning of this month. | 
|  | 27 | + | 
|  | 28 | +The switch to the Incremental Updates system itself was successful, | 
|  | 29 | +but it took some time, because if someone checks the commits to Godot Font Icons, | 
|  | 30 | +they will see that they are mostly fixes, with only one new feature added in the meantime. | 
|  | 31 | + | 
|  | 32 | +## Rakugo Nodes v1.0 | 
|  | 33 | + | 
|  | 34 | +So what is Rakugo Nodes, and why didn't I say anything about it before? | 
|  | 35 | + | 
|  | 36 | +Well, it's a project that happened and will happen as an incident of other projects. | 
|  | 37 | +Because it's an up-to-date collection of different nodes, | 
|  | 38 | +that my other projects use, but which can also be used separately. | 
|  | 39 | + | 
|  | 40 | +The first such node is **ButtonContainer**,  | 
|  | 41 | +it is used by Godot Fonts Icons and will also be used by the next version of **AdvancedText**. | 
|  | 42 | +**ButtonContainer** is a node that allows you to easily create a button with non-standard content, | 
|  | 43 | +because it is a **Container** that looks and behaves like **Button**, but does not inherit from it. | 
|  | 44 | + | 
|  | 45 | +Here are examples of its use: | 
|  | 46 | + | 
|  | 47 | + | 
|  | 48 | + | 
|  | 49 | + | 
|  | 50 | + | 
|  | 51 | + | 
|  | 52 | + | 
|  | 53 | +**You can [Download it from here](https://github.com/rakugoteam/Rakugo-Nodes/releases).** | 
|  | 54 | + | 
|  | 55 | + | 
|  | 56 | +## Godot Icons Fonts v1.0 | 
|  | 57 | + | 
|  | 58 | +***Compatible with Godot 4.1+*** | 
|  | 59 | + | 
|  | 60 | +Makes easy to find and use icons from popular icon-fonts in your Godot project. | 
|  | 61 | + | 
|  | 62 | +## What problems it solves: | 
|  | 63 | + | 
|  | 64 | +### You only needs this addon - as you don't have: | 
|  | 65 | +1. to go online find font | 
|  | 66 | +1. then find icon | 
|  | 67 | +1. check icon licence - and maybe you need to search for another | 
|  | 68 | +1. finally download it | 
|  | 69 | + | 
|  | 70 | +### Better alterative to Godot's build emojis as | 
|  | 71 | +- to use them you need to find unicode online | 
|  | 72 | +- they don't work on some platforms for example Web | 
|  | 73 | +- they are outdated | 
|  | 74 | + | 
|  | 75 | +## Included | 
|  | 76 | + | 
|  | 77 | +### Dependencies | 
|  | 78 | +- [Rakugo Nodes](https://github.com/Jeremi360/Rakugo-Nodes) | 
|  | 79 | + | 
|  | 80 | +### Icons Fonts | 
|  | 81 | +- [*Templarian's Material-Design-Icons*](https://github.com/templarian/MaterialDesign), </br> | 
|  | 82 | +  a collection of icons for the [Material Design](https://material.io/) specification. | 
|  | 83 | +- [Google Noto Emojis Color font][noto-emoji] | 
|  | 84 | + | 
|  | 85 | +*Material-Design-Icons* | 
|  | 86 | + | 
|  | 87 | + | 
|  | 88 | +*Noto-Emojis* | 
|  | 89 | + | 
|  | 90 | + | 
|  | 91 | +### Resource | 
|  | 92 | +**FontIconSetting** - Resource for setting which and how to display FontIcon. | 
|  | 93 | + | 
|  | 94 | + | 
|  | 95 | + | 
|  | 96 | +### Nodes | 
|  | 97 | +- **FontIcon**: Control Node that displays IconFont. | 
|  | 98 | +- **FontIconButton**: Button* That have IconFont and can have label. | 
|  | 99 | +- **FontIconCheckButton**: CheckButton* That have IconFont and can have label. | 
|  | 100 | + | 
|  | 101 | +\* - Those nodes behaves like button, | 
|  | 102 | +but they don't extends from **Button**. | 
|  | 103 | + | 
|  | 104 | +*FontIcon* | 
|  | 105 | + | 
|  | 106 | + | 
|  | 107 | +*FontIconButton* | 
|  | 108 | + | 
|  | 109 | + | 
|  | 110 | +*FontIconCheckButton* | 
|  | 111 | + | 
|  | 112 | + | 
|  | 113 | +### Singleton | 
|  | 114 | +**IconsFonts** is singleton for easier use of icons anywhere in your project. | 
|  | 115 | + | 
|  | 116 | +## In Editor | 
|  | 117 | +It's adds **IconsFinder** (docked to bottom by default). | 
|  | 118 | +So you can find the icons easily, click on icon to get its name to clipboard. | 
|  | 119 | +It can be in dock mode at bottom or in window mode. | 
|  | 120 | + | 
|  | 121 | +That can be switched in Godot's **Tools** menu. | 
|  | 122 | + | 
|  | 123 | + | 
|  | 124 | +Or using *Command Pallet* (`Ctrl+Shift+P`) | 
|  | 125 | + | 
|  | 126 | + | 
|  | 127 | +*docked mode* | 
|  | 128 | + | 
|  | 129 | + | 
|  | 130 | +*window mode* | 
|  | 131 | + | 
|  | 132 | + | 
|  | 133 | +## Using it with RichTextLabel | 
|  | 134 | +You can use the icons in RichTextLabel. | 
|  | 135 | + | 
|  | 136 | + | 
|  | 137 | + | 
|  | 138 | +```gdscript | 
|  | 139 | +@tool | 
|  | 140 | +extends RichTextLabel | 
|  | 141 | +
 | 
|  | 142 | +@export_multiline | 
|  | 143 | +var text_with_icons: String: | 
|  | 144 | +  set(value): | 
|  | 145 | +    if !is_node_ready(): await ready | 
|  | 146 | +    text_with_icons = value | 
|  | 147 | +    bbcode_enabled = true | 
|  | 148 | +    text = IconsFonts.parse_text(value) | 
|  | 149 | +
 | 
|  | 150 | +  get: return text_with_icons | 
|  | 151 | +
 | 
|  | 152 | +func _ready(): | 
|  | 153 | +  bbcode_enabled = true | 
|  | 154 | +  text = IconsFonts.parse_text(text_with_icons) | 
|  | 155 | +``` | 
|  | 156 | + | 
|  | 157 | +## Exporting | 
|  | 158 | +For emojis to work in exported projects, | 
|  | 159 | +you need add `*.json` files to include files settings: | 
|  | 160 | + | 
|  | 161 | + | 
|  | 162 | +## Know Issues | 
|  | 163 | +- Window mode is init with empty icons render* | 
|  | 164 | + | 
|  | 165 | +\**To fix just change back-and-forward to icon font you want to use.* | 
|  | 166 | + | 
|  | 167 | +## Compatibility | 
|  | 168 | +This addon is replacing our previous to addons: | 
|  | 169 | +- [Godot Material Icons](https://github.com/rakugoteam/Godot-Material-Icons) | 
|  | 170 | +- [Emojis For Godot](https://github.com/rakugoteam/Emojis-For-Godot) | 
|  | 171 | + | 
|  | 172 | +We had broken backward compatibility with them for those reasons: | 
|  | 173 | +- In feature we want to support more IconsFonts so we can use `[icon:icons-name]` in text parsing. | 
|  | 174 | +- We redesigned how addon works under the hood | 
|  | 175 | +- We had too rename nodes | 
|  | 176 | + | 
|  | 177 | +**You can [Download it from here](https://github.com/rakugoteam/Godot-Icons-Fonts/releases/).** | 
|  | 178 | + | 
|  | 179 | +_Merry Christmas, and see you in Happy New Year!_ | 
|  | 180 | + | 
|  | 181 | +[Patreon]: https://www.patreon.com/rakguoteam | 
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