Text tool #589
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About the |
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Also i made a variation of the text tool <Here>. What do you think about it? text.tool-2021-11-17_17.06.09.mp4 |
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Is there any news on this or is it already been implemented but I don't know it or is it discontinued? |
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The current plan for the text tool is to include it with vector layers. Vector layers will contain data for shapes and text instead of pixels, which will allow them to be non-destructive, meaning users will be able to change them whenever they wish, and do stuff like resizing a shape, changing the text whenever they want, etc. My idea for this is to store the vector data in SVG form, and convert it to image using Godot's Image.load_svg_from_string() method. Godot is using ThorVG to handle SVG rendering. However, there are some limitations, such as lack of aliased shape rendering, and no SVG text support. Once these are implemented, we could create vector layers and finally implement the text tool (although we also need to create UI and gizmos for all of that, like I did for 3D layers). If ThorVG does not implement these features, or their implementation is not good enough for our needs, we'd have to resort on creating our own way to rasterize vector shapes and text, which can probably be done with Viewports, but I feel like letting Godot/ThorVG handle rasterization is the better solution. |
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Feature/enhancement description:
A text tool that lets the user type text into the canvas, and make it part of the image. You can track the progress in the
text-tool
branch. Keep in mind that it's still a WIP and will not work properly yet. Planned features:Some nice extra options to have are:
Known issues:
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