class_name H4Format extends Resource ## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code]) @export var font_size: float = 1.142 : set = _set_font_size ## Whether this header level is drawn as bold or not @export var is_bold := false : set = _set_is_bold ## Whether this header level is drawn as italics or not @export var is_italic := false : set = _set_is_italic ## Whether this header level is underlined or not @export var is_underlined := false : set = _set_is_underlined ## When enabled, you can override the color of this header level with a custom color. If disabled, uses the same color as the rest of the text. @export var override_font_color: bool = false : set = _set_override_font_color ## Custom font color to apply to this header level. Ignored if [code]override_font_color[/code] is disabled. @export var font_color: Color = Color.WHITE : set = _set_font_color signal _updated func _init() -> void: resource_local_to_scene = true func _set_font_size(new_font_size: float) -> void: font_size = new_font_size _updated.emit() func _set_override_font_color(enabled: bool) -> void: override_font_color = enabled _updated.emit() func _set_font_color(new_font_color: Color) -> void: font_color = new_font_color _updated.emit() func _set_is_bold(new_is_bold: bool) -> void: is_bold = new_is_bold _updated.emit() func _set_is_italic(new_is_italic: bool) -> void: is_italic = new_is_italic _updated.emit() func _set_is_underlined(new_is_underlined: bool) -> void: is_underlined = new_is_underlined _updated.emit()