/* eslint-disable quote-props */
module.exports = {
classes: {
'cc': {
'UIRenderer': {
properties: {
customMaterial: {
displayName: 'Custom Material',
tooltip: 'Use custom material.',
},
color: {
displayName: 'Color',
tooltip: 'Rendering color.',
},
},
},
'Label': {
properties: {
__extends__: 'classes.cc.UIRenderer.properties',
'string': {
displayName: 'string',
tooltip: 'The label text.',
},
'horizontalAlign': {
displayName: 'Horizontal Alignment',
tooltip: 'Horizontal alignment mode.',
tooltip_left: 'Align Left.',
tooltip_right: 'Align Right.',
tooltip_center: 'Align Center.',
},
'verticalAlign': {
displayName: 'Vertical Alignment',
tooltip: 'Vertical alignment mode.',
tooltip_top: 'Align Top.',
tooltip_bottom: 'Align Bottom.',
tooltip_center: 'Align Center.',
},
'fontSize': {
displayName: 'Font Size',
tooltip: 'Font size, in points.',
},
'lineHeight': {
displayName: 'Line Height',
tooltip: 'Line height, in points.',
},
'spacingX': {
displayName: 'Horizontal Spacing',
tooltip: 'The spacing between text characters, only available if bitmap font was used.',
},
'overflow': {
displayName: 'Overflow Processing',
tooltip: 'Text layout modes:
' +
'1. CLAMP: Text nodes outside the bounding box will be truncated.
' +
'2. SHRINK: Automatically shrink text box according to the constraint node.
' +
'3. RESIZE: Automatically updates the Node based on height of the text.',
},
'enableWrapText': {
displayName: 'Auto Newline',
tooltip: 'Automatic newline.',
},
'useSystemFont': {
displayName: 'System Fonts',
tooltip: 'Whether to use system default fonts. ' +
'
The referenced font asset would be dereferenced once this option was checked.',
},
'fontFamily': {
displayName: 'Font Family',
tooltip: 'Font names.',
},
'font': {
displayName: 'Font',
tooltip: 'The font asset to use.',
},
'cacheMode': {
displayName: 'Cache Mode',
tooltip: 'Text cache modes:
' +
'1. NONE: No cache,draw once.
' +
'2. BITMAP: Text is added as a static image to the dynamic atlas for batch merging, but its content cannot be dynamically modified frequently.
' +
'3. CHAR: Split the text into characters and cache the character texture into a character atlas for reuse,
' +
'which is suitable for text content with repeated character content and frequently updated.',
},
'isBold': {
displayName: 'Bold',
tooltip: 'Make words bold.',
},
'isItalic': {
displayName: 'Italic',
tooltip: 'Make words italic.',
},
'isUnderline': {
displayName: 'Underline',
tooltip: 'Underscore the words.',
},
'underlineHeight': {
displayName: 'Underline Height',
tooltip: 'The underline\'s height.',
},
'enableOutline': {
displayName: 'Enable Outline',
tooltip: 'Whether outline is enabled.',
},
'outlineColor': {
displayName: 'Outline Color',
tooltip: 'The color of outline.',
},
'outlineWidth': {
displayName: 'Outline Width',
tooltip: 'The width of outline',
},
'enableShadow': {
displayName: 'Enable Shadow',
tooltip: 'Whether shadow is enabled.',
},
'shadowColor': {
displayName: 'Enable Outline',
tooltip: 'The color of shadow.',
},
'shadowOffset': {
displayName: 'Shadow Offset',
tooltip: 'Offset between font and shadow.',
},
'shadowBlur': {
displayName: 'Shadow Blur',
tooltip: 'A non-negative float specifying the level of shadow blur.',
},
},
},
'RichText': {
properties: {
'string': {
displayName: 'string',
tooltip: 'Text of the RichText, you could use BBcode in the string.',
},
'horizontalAlign': {
displayName: 'Horizontal Alignment',
tooltip: 'Horizontal alignment mode.',
tooltip_left: 'Align Left.',
tooltip_right: 'Align Right.',
tooltip_center: 'Align Center.',
},
'verticalAlign': {
displayName: 'Vertical Alignment',
tooltip: 'Vertical alignment mode.',
tooltip_top: 'Align Top.',
tooltip_bottom: 'Align Bottom.',
tooltip_center: 'Align Center.',
},
'fontSize': {
displayName: 'Font Size',
tooltip: 'Font size, in points.',
},
'fontColor': {
displayName: 'Color',
tooltip: 'Default text color for rich text. ' +
'
It takes effect when the text content does not have a color parameter set. ' +
'
Color cascading is not supported yet.',
},
'fontFamily': {
displayName: 'Font Family',
tooltip: 'Font names.',
},
'font': {
displayName: 'Font',
tooltip: 'Custom TTF font of Rich Text.',
},
'useSystemFont': {
displayName: 'System Fonts',
tooltip: 'Whether to use system default fonts. ' +
'
The referenced font asset would be dereferenced once this option was checked.',
},
'cacheMode': {
displayName: 'Cache Mode',
tooltip: 'Text cache modes:
' +
'1. NONE: No cache,draw once.
' +
'2. BITMAP: Text is added as a static image to the dynamic atlas for batch merging, but its content cannot be dynamically modified frequently.
' +
'3. CHAR: Split the text into characters and cache the character texture into a character atlas for reuse,
' +
'which is suitable for text content with repeated character content and frequently updated.',
},
'maxWidth': {
displayName: 'Max Width',
tooltip: 'The maximize width of RichText, pass 0 means not limit the maximize width.',
},
'lineHeight': {
displayName: 'Line Height',
tooltip: 'Line height, in points.',
},
'imageAtlas': {
displayName: 'Image Atlas',
tooltip: 'The image atlas for the img tag. ' +
'
For each src value in the img tag, ' +
'
there should be a valid sprite frame in the image atlas.',
},
'handleTouchEvent': {
displayName: 'Block input events',
tooltip: 'Once checked, the Rich Text will block all input events (mouse and touch) within the bounding box of the node, ' +
'
preventing the input from penetrating into the underlying node.',
},
},
},
'Sprite': {
properties: {
__extends__: 'classes.cc.UIRenderer.properties',
'grayscale': {
displayName: 'Grayscale',
tooltip: 'Whether turn on grayscale rendering mode.',
},
'spriteAtlas': {
displayName: 'Sprite Atlas',
tooltip: 'Atlas that the image belongs to.',
},
'spriteFrame': {
displayName: 'Sprite Frame',
tooltip: 'Sprite Frame image to use.',
},
'type': {
displayName: 'Type',
tooltip: 'Rendering mode:' +
'
- Simple: Modifying the size will stretch the image as a whole, which is suitable for sequence frame animation and normal images.
' +
'- Sliced: When changing the size, the four corners will not stretch, which is suitable for UI buttons and panel backgrounds.
' +
'- Tiled : When changing the size, the original size image will continue to be tiled.
' +
'- Filled : set a certain starting position and direction of filling, and the picture can be cropped and displayed at a certain ratio.',
},
'sizeMode': {
displayName: 'Size Mode',
tooltip: 'Set the size of the node on which the Sprite component is on. ' +
'
CUSTOM for setting width and height manually;' +
'
TRIMMED to use image size with transparent pixels trimmed; ' +
'
RAW to use image size without trimming.',
},
'trim': {
displayName: 'Trim',
tooltip: "Whether to render transparent pixels around image in node's bounding box. " +
"
If you check this option the bounding box will not include transparent pixels around the image.",
},
},
},
'UISkew': {
properties: {
'rotational': {
displayName: 'Rotational',
tooltip: 'Whether to use the rotational style of skew ?',
},
'skew': {
displayName: 'Skew',
tooltip: 'The skew value, unit is degree.',
},
},
},
},
'sp': {
'Skeleton': {
properties: {
__extends__: 'classes.cc.UIRenderer.properties',
'skeletonData': {
displayName: 'SkeletonData',
tooltip: 'The skeleton data contains the skeleton information,
drag the json file exported from Spine to get started.',
},
'_defaultSkinIndex': {
displayName: 'Default skin',
tooltip: 'Choose the default skin.',
},
'_animationIndex': {
displayName: 'Animation',
tooltip: 'The name of current playing animation.',
},
'defaultCacheMode': {
displayName: 'Animation Cache Mode',
tooltip: 'Animation mode, with options for real-time mode,
private cached, or public cached mode.',
},
'loop': {
displayName: 'Loop',
tooltip: 'Whether loop current animation',
},
'timeScale': {
displayName: 'Time Scale',
tooltip: 'The time scale of animations of this skeleton',
},
'debugSlots': {
displayName: 'Debug Slots',
tooltip: 'Indicates whether show debug slots.',
},
'debugBones': {
displayName: 'Debug Bones',
tooltip: 'Indicates whether show debug bones.',
},
'debugMesh': {
displayName: 'Debug Mesh',
tooltip: 'Indicates whether open debug mesh.',
},
'useTint': {
displayName: 'Use Tint',
tooltip: 'Enabled two color tint.',
},
'premultipliedAlpha': {
displayName: 'Premultiplied Alpha',
tooltip: 'Indicates whether to enable premultiplied alpha.',
},
'enableBatch': {
displayName: 'Enable Batch',
tooltip: 'If rendering a large number of identical textures and simple skeletal animations,
' +
'enabling batching can reduce the number of draw calls and improve rendering performance.',
},
'sockets': {
displayName: 'Sockets',
tooltip: 'The bone sockets this animation component maintains.
' +
'A SpineSocket object contains a path reference to bone, and a target node.',
},
},
},
},
},
};