[DEPRECATED] Label
Lens Studio v1.7.0+
Scripting Name: Component.Label
Inherits from SpriteVisual
Description
Displays text in the scene. This is now deprecated in favor of Text. See the Text guide for more information.
Methods
measureText(String text)
: vec2
Returns the potential width and height of the Label if it were to display the input text.
Properties
fontAsset
: Font
The font used to display text.
outlineColor
: vec4
The color used for the outline effect.
outlineSize
: Number
The strength of the outline effect.
shadowColor
: vec4
The color used for dropshadow.
shadowOffset
: vec2
The horizontal and vertical offset used for dropshadow.
size
: Number
The font size being used.
text
: String
The text displayed by the Label.
textColor
: vec4
The color used for drawing text.
useDropshadow
: Boolean
If enabled, adds a dropshadow to the text.
useOutline
: Boolean
If enabled, adds an outline around the text.
Inherited Methods
getMeshSize()
: vec2
Returns the width and height of the mesh the SpriteVisual
is applied to.
addMaterial(Material material)
: void
Adds a Material to use for rendering.
clearMaterials()
: void
Clears all Materials.
getMaterial(Number index)
: Material
Returns the Material at index index
.
getMaterialsCount()
: Number
Returns the number of Materials used for rendering.
snap(Camera camera)
: void
Projects screen positions from camera
’s view onto the mesh’s UVs. If the MeshVisual’s material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
getRenderOrder()
: Number
Returns the order of this Visual in the render queue.
setRenderOrder(Number value)
: void
Sets the order of this Visual in the render queue.
destroy()
: void
Destroys the component.
getSceneObject()
: SceneObject
Returns the SceneObject the component is attached to.
getTransform()
: Transform
Returns the Transform this component is attached to.
isSame(SerializableWithUID other)
: Boolean
Returns true if this object is the same as other
. Useful for checking if two references point to the same thing.
getTypeName()
: String
Returns the name of this object’s type.
isOfType(String type)
: Boolean
Returns true if the object matches or derives from the passed in type.
Inherited Properties
fillMode
: Number
Which type of fill the sprite uses.
Possible values:
- Fit = 0
- Fill = 1
- Stretch = 2
flipX
: Boolean
Whether the sprite is flipped over the Y-axis (sideways).
flipY
: Boolean
Whether the sprite is flipped over the X-axis (upside-down).
pivot
: vec2
The location of the sprite’s pivot point relative to its boundaries. The pivot’s x
value is a relative horizontal position, -1 being the sprite’s left border and 1 being the sprite’s right border. Similarly, the y
value is a relative vertical position, -1 being the sprite’s bottom border and 1 being the sprite’s top border.
mainMaterial
: Material
Returns the first Material.
mainPass
: Pass
Returns the mainPass
of the mainMaterial
.
extentsTarget
: ScreenTransform
When a ScreenTransform is present on this SceneObject, and extentsTarget
is a child of this SceneObject, extentsTarget
will be repositioned to match the exact area this MeshVisual is being rendered. Very useful for Image and Text components.
horizontalAlignment
: HorizontalAlignment
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode
.
meshShadowMode
: Number
None = 0, Caster = 1, Receiver = 2
shadowColor
: vec4
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material’s base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
shadowDensity
: Number
Density of shadows cast by this MeshVisual.
stretchMode
: StretchMode
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform’s boundaries.
verticalAlignment
: VerticalAlignment
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode
.
enabled
: Boolean
If disabled, the Component will stop enacting its behavior.
Examples
// Set a label's text
//@input Component.Label label
script.label.text = "My New Text";
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