Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class FontImportOptions extends Object hidecategories( Object ) transient native; /** Font character set type for importing TrueType fonts */ enum EFontImportCharacterSet { FontICS_Default, FontICS_Ansi, FontICS_Symbol }; /** Font import options */ struct native FontImportOptionsData { var() string FontName; // Name of the typeface for the font to import var() float Height; // Height of font (point size) var() bool bEnableAntialiasing; // Whether the font should be antialiased or not. Usually you should leave this enabled. var() bool bEnableBold; // Whether the font should be generated in bold or not var() bool bEnableItalic; // Whether the font should be generated in italics or not var() bool bEnableUnderline; // Whether the font should be generated with an underline or not var() EFontImportCharacterSet CharacterSet; // Character set for this font var() string Chars; // Explicit list of characters to include in the font var() string UnicodeRange; // Range of Unicode character values to include in the font. You can specify ranges using hyphens and/or commas (e.g. '400-900') var() string CharsFilePath; // Path on disk to a folder where files that contain a list of characters to include in the font var() string CharsFileWildcard; // File mask wildcard that specifies which files within the CharsFilePath to scan for characters in include in the font var() bool bCreatePrintableOnly; // Skips generation of glyphs for any characters that are not considered 'printable' var() LinearColor ForegroundColor; // Color of the foreground font pixels. Usually you should leave this white and instead use the UI Styles editor to change the color of the font on the fly var() bool bEnableDropShadow; // Enables a very simple, 1-pixel, black colored drop shadow for the generated font var() int TexturePageWidth; // Horizontal size of each texture page for this font in pixels var() int TexturePageMaxHeight; // The maximum vertical size of a texture page for this font in pixels. The actual height of a texture page may be less than this if the font can fit within a smaller sized texture page. var() int XPadding; // Horizontal padding between each font character on the texture page in pixels var() int YPadding; // Vertical padding between each font character on the texture page in pixels var() int ExtendBoxTop; // How much to extend the top of the UV coordinate rectangle for each character in pixels var() int ExtendBoxBottom; // How much to extend the bottom of the UV coordinate rectangle for each character in pixels var() int ExtendBoxRight; // How much to extend the right of the UV coordinate rectangle for each character in pixels var() int ExtendBoxLeft; // How much to extend the left of the UV coordinate rectangle for each character in pixels var() bool bEnableLegacyMode; // Enables legacy font import mode. This results in lower quality antialiasing and larger glyph bounds, but may be useful when debugging problems var() int Kerning; // The initial horizontal spacing adjustment between rendered characters. This setting will be copied directly into the generated Font object's properties. structdefaultproperties { FontName = "Arial"; Height = 16.0; bEnableAntialiasing = true; CharacterSet = FontICS_Default; ForegroundColor = ( R=1.0, G=1.0, B=1.0, A=1.0 ); TexturePageWidth = 256; TexturePageMaxHeight = 256; XPadding = 1; YPadding = 1; } }; /** The actual data for this object. We wrap it in a struct so that we can copy it around between objects. */ var() FontImportOptionsData Data; defaultproperties { Data=(FontName="Arial",Height=16.000000,bEnableAntialiasing=True,ForegroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),TexturePageWidth=256,TexturePageMaxHeight=256,XPadding=1,YPadding=1) Name="Default__FontImportOptions" ObjectArchetype=Object'Core.Default__Object' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |