godot-ui-rich-text
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, Rich…
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
Rich Text & BBCode
BBCode tags, meta clickable links, and RichTextEffect shaders define formatted text systems.
Available Scripts
[rich_text_rainbow_effect.gd](scripts/rich_text_rainbow_effect.gd)
Expert custom RichTextEffect that rotates colors over time.
[rich_text_glitch_effect.gd](scripts/rich_text_glitch_effect.gd)
Professional horror-style glitch effects with spatial jitter and alpha flickering.
[rich_text_typewriter_controller.gd](scripts/rich_text_typewriter_controller.gd)
Dialogue manager that parses sequential event tags ([pause], [speed]) during animations.
[rich_text_meta_dispatch.gd](scripts/rich_text_meta_dispatch.gd)
Advanced handling for multi-prefix URLs in meta-clicks (items, quests, NPCs).
[rich_text_image_scaler.gd](scripts/rich_text_image_scaler.gd)
Utility to dynamically scale [img] tags to match runtime font sizes.
[rich_text_hover_reactive.gd](scripts/rich_text_hover_reactive.gd)
Signals and logic for making text spans reactive to mouse hover (SFX/Cursors).
[rich_text_bbcode_sanitizer.gd](scripts/rich_text_bbcode_sanitizer.gd)
Security utility to prevent BBCode injection in public chat interfaces.
[rich_text_gradient_generator.gd](scripts/rich_text_gradient_generator.gd)
Generator for multi-stop linear gradients using granular character-level tagging.
[rich_text_auto_scroller.gd](scripts/rich_text_auto_scroller.gd)
Smooth vertical auto-scrolling logic for credits, news feeds, and logs.
[rich_text_syntax_highlighter.gd](scripts/rich_text_syntax_highlighter.gd)
Simple regex-based syntax highlighting pattern for code blocks in UI.
NEVER Do (Expert UI Rules)
Formatting & Rendering
- NEVER use complex BBCode in tight loops — Parsing a 10,000 character string with 500 tags every frame will tank performance. Cache your formatted strings.
- NEVER forget to register Custom Effects — Writing the script isn't enough. You MUST add the instance to
RichTextLabel.custom_effectslist via Inspector orinstall_effect(). - NEVER use absolute pixel sizes in [img] —
[img width=128]fails on higher resolutions. Userich_text_image_scaler.gdto sync with line height.
Click & Hover UX
- NEVER use [url] without visual feedback — If the text doesn't change color on hover or the cursor doesn't change, players won't know it's clickable. Use
rich_text_hover_reactive.gd. - NEVER hardcode layout logic into strings; strictly use BBCode Tables and Alignment Tags to ensure text structures remain flexible.
- NEVER animate text typewriter effects by modifying the
textorbbcodestring frame-by-frame; strictly usevisible_ratioorvisible_charactersto avoid expensive parsing overhead and flickering. - NEVER use standard bitmap fonts for large titles or dynamic UI; strictly use MSDF (Multichannel Signed Distance Field) fonts to ensure perfectly crisp outlines and scaling at any resolution.
- NEVER perform heavy logic inside
meta_clicked— This signal is on the Main Thread. Use it to emit a command and handle processing asynchronously if needed.
Dialogue & Narrative
- NEVER use
visible_ratiofor pausing typewriter —visible_ratiois unreliable for per-character logic. Usevisible_charactersand explicit character indexing (rich_text_typewriter_controller.gd). - NEVER allow unfiltered user input in Chat Labels — A user could type
[img]huge_image_path[/img]or[color=transparent]to break your UI. MANDATORY: pipe every user-generated string through [rich_text_bbcode_sanitizer.gd](scripts/rich_text_bbcode_sanitizer.gd) before assigningtext.
$RichTextLabel.bbcode_enabled = true
$RichTextLabel.text = "[b]Bold[/b] and [i]italic[/i] text"
Reveal API Decision
| Need | API | MANDATORY |
|------|-----|---------------|
| Simple fade / whole-line reveal | visible_ratio + Tween | Inline ok (see pattern below) |
| Pause / speed / event tags ([pause], [speed]) | visible_characters + indexer | [rich_text_typewriter_controller.gd](scripts/rich_text_typewriter_controller.gd) |
> NEVER use visible_ratio when you need per-character pause/speed tags.
Non-Obvious Tags & Effects
Skip cataloging [b] / [i] / [u] / [color] — see docs. Prefer these when non-obvious:
[url=payload]…[/url]+meta_clicked— prefer [rich_text_meta_dispatch.gd](scripts/rich_text_meta_dispatch.gd)[img]sizing — usewidth_unit/height_unit+RichTextLabel.ImageUnit(see [migration-notes.md](references/migration-notes.md)); scale with [rich_text_image_scaler.gd](scripts/rich_text_image_scaler.gd)- Custom effects — register via
custom_effects/install_effect(); examples: [rich_text_rainbow_effect.gd](scripts/rich_text_rainbow_effect.gd), [rich_text_glitch_effect.gd](scripts/rich_text_glitch_effect.gd)
User-Generated Rich Text
MANDATORY: [rich_text_bbcode_sanitizer.gd](scripts/rich_text_bbcode_sanitizer.gd) on any chat, lobby, or player-typed path before RichTextLabel.text = ….
Handle Link Clicks
Prefer [rich_text_meta_dispatch.gd](scripts/rich_text_meta_dispatch.gd). Minimal hook:
func _ready() -> void:
$RichTextLabel.meta_clicked.connect(_on_meta_clicked)
func _on_meta_clicked(meta: Variant) -> void:
# Emit a command; do not run heavy game logic here
pass
Expert Text Patterns
1. Rich-Text-MSDF-Outline (SDF)
Enable crisp, high-resolution outlines and scaling by enabling MSDF on font resources and using theme overrides.
# msdf_styler.gd
func _ready():
# Crisp outlines regardless of screen scale
label.add_theme_color_override("font_outline_color", Color.BLACK)
label.add_theme_constant_override("outline_size", 4)
2. Animated-Text-Reveal
Simple fade — tween visible_ratio (keeps BBCode effects; no string rewrite):
func reveal_fade(label: RichTextLabel, new_text: String, duration: float) -> void:
label.text = new_text
label.visible_ratio = 0.0
create_tween().tween_property(label, "visible_ratio", 1.0, duration)
Pause/speed tags — MANDATORY [rich_text_typewriter_controller.gd](scripts/rich_text_typewriter_controller.gd) using visible_characters (not visible_ratio).
3. Custom-BBCode-Effect (RichTextEffect)
Define custom visual tags (like [relic]) by extending RichTextEffect for unique gameplay-themed text animations.
# relic_effect.gd
@tool
extends RichTextEffect
var bbcode = "relic"
func _process_custom_fx(char_fx: CharFXTransform):
# Retrieve param: [relic color=#ff00ff]
var color = char_fx.env.get("color", Color.GOLD)
# Apply sinusoidal floating
char_fx.offset.y += sin(char_fx.elapsed_time * 5.0) * 2.0
char_fx.color = color
return true
Deep recipes (on demand)
> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.
| Topic | Reference |
|-------|-----------|
| Tag catalog + 4.7 img units | [bbcode-tag-catalog.md](references/bbcode-tag-catalog.md) |
Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- BBCode in RichTextLabel — tag syntax, built-in effects, images, and
[url]meta for dialogue and formatted UI copy. - RichTextLabel —
bbcode_enabled,visible_characters/visible_ratio,meta_clicked, andcustom_effects/install_effect(). - RichTextEffect — subclass contract for custom BBCode effects (
bbcodeid +_process_custom_fx). - CharFXTransform — per-glyph color, offset, and
envparams used by rainbow/glitch/custom effects. - Using fonts — MSDF / dynamic fonts so titles and BBCode scale crisply across resolutions.
- GUI skinning — theme color/constant overrides (outline, fonts) without baking styles into BBCode strings.
- Size and anchors — responsive dialogue boxes and log panels so rich text layouts survive resolution changes.
- GUI containers — keep buttons/icons in containers; use RichTextLabel for body text only.
- Custom mouse cursor — pointer feedback when hovering
[url]/ meta spans. - Internationalizing games —
tr()/ CSV keys so BBCode templates stay localization-ready. - Signals — wire
meta_clicked/ hover signals without stuffing game logic into the label. - Tween — tween
visible_ratio/visible_charactersfor typewriter reveals without re-parsing BBCode every frame.
Related Skills
Prerequisites
- godot-project-foundations — scene tree, Control basics, and resource imports before wiring RichTextLabel dialogue chrome.
- godot-ui-containers — responsive VBox/HBox/Scroll shells so rich text stays body copy, not a layout engine.
- godot-signal-architecture — typed meta/hover command signals so click handlers stay thin on the main thread.
- godot-gdscript-mastery — RegEx,
@tool, and RefCounted helpers used by sanitizers, highlighters, and effect scripts.
Complements
- godot-ui-theming — theme type variations and font/outline overrides that BBCode should reference, not hardcode.
- godot-tweening — lifecycle-safe tweens for typewriter
visible_ratioand auto-scroll polish. - godot-input-handling — skip/advance and cursor changes that pair with meta hover without fighting Control focus.
- godot-dialogue-system — line runners and event tags that feed RichTextLabel typewriter controllers.
- godot-shaders-basics — when CharFX alone is not enough and you need canvas-item shaders around text panels.
Downstream / consumers
- godot-genre-visual-novel — VN dialogue boxes that depend on BBCode,
visible_characters, and meta choice links. - godot-genre-educational — lesson/copy UIs and interactive rich text that reuse sanitizers and highlighters.
- godot-genre-romance — affinity dialogue presentation that reuses typewriter and meta dispatch patterns.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
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