/* 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.', }, }, }, }, }, };