inkTextWidget
Functions
SetFontFamily(fontFamilyPath: String, opt fontStyle: CName) -> Void
Known relative paths for fontFamilyPath
, in root path base\gameplay\gui\fonts\
:
foreign\chinese_traditional\ar_fang_xing_run_yuan\ar_fang_xing_run_yuan.inkfontfamily
foreign\arabic\ara_es_nawar\ara_es_nawar.inkfontfamily
arame\arame.inkfontfamily
arial\arial.inkfontfamily
blender\blender.inkfontfamily
digital_readout\digitalreadout.inkfontfamily
industry\industry.inkfontfamily
foreign\chinese_traditional\jing_xi_heig_b5\jing_xi_heig_b5.inkfontfamily
foreign\chinese\jing_xi_heig\jing_xi_heig.inkfontfamily
foreign\korean\kbiz_go\kbiz_go.inkfontfamily
foreign\japanese\mgenplus\mgenplus.inkfontfamily
foreign\korean\nanum_square\nanum_square.inkfontfamily
orbitron\orbitron.inkfontfamily
foreign\thai\printable4u\printable4u.inkfontfamily
foreign\russian\raj_rus.inkfontfamily
raj\raj.inkfontfamily
foreign\japanese\smart_font_ui\smart_font_ui.inkfontfamily
foreign\thai\th_sarabun_new\th_sarabun_new.inkfontfamily
SetFontStyle(fontStyle: CName) -> Void
This call is not enough to redraw the widget with the new font style. You can trigger a redraw by calling another function too, for example using [this.SetText] or [this.SetFontSize] with the same current value.
fontStyle
values are unique per font family, you can find them in .inkfontfamily
files using WolvenKit. List of known values: Regular
, Light
, Medium
, Heavy
, Semi-Bold
, Bold
, Extra Bold
, Italic
, Bold Italic
, Black
, Demi
, Book
, Book Italic
.
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