<?xml version="1.0" encoding="UTF-8" ?>
<class name="DynamicFontData" inherits="Resource" version="4.2">
	<brief_description>
		Used with [DynamicFont] to describe the location of a font file.
	</brief_description>
	<description>
		Used with [DynamicFont] to describe the location of a vector font file for dynamic rendering at runtime.
	</description>
	<tutorials>
		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true">
			If [code]true[/code], the font is rendered with anti-aliasing. This property applies both to the main font and its outline (if it has one).
		</member>
		<member name="font_path" type="String" setter="set_font_path" getter="get_font_path" default="&quot;&quot;">
			The path to the vector font file.
		</member>
		<member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="DynamicFontData.Hinting" default="2">
			The font hinting mode used by FreeType. See [enum Hinting] for options.
		</member>
		<member name="override_oversampling" type="float" setter="set_override_oversampling" getter="get_override_oversampling" default="0.0">
			If set to a value greater than [code]0.0[/code], it will override default font oversampling, ignoring [member SceneTree.use_font_oversampling] value and viewport stretch mode.
		</member>
	</members>
	<constants>
		<constant name="HINTING_NONE" value="0" enum="Hinting">
			Disables font hinting (smoother but less crisp).
		</constant>
		<constant name="HINTING_LIGHT" value="1" enum="Hinting">
			Use the light font hinting mode.
		</constant>
		<constant name="HINTING_NORMAL" value="2" enum="Hinting">
			Use the default font hinting mode (crisper but less smooth).
		</constant>
	</constants>
</class>
