godot/scene/gui/rich_text_effect.cpp

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/**************************************************************************/
/* rich_text_effect.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "rich_text_effect.h"
#include "core/script_language.h"
void RichTextEffect::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::BOOL, "_process_custom_fx", PropertyInfo(Variant::OBJECT, "char_fx", PROPERTY_HINT_RESOURCE_TYPE, "CharFXTransform")));
}
Variant RichTextEffect::get_bbcode() const {
Variant r;
if (get_script_instance()) {
if (!get_script_instance()->get("bbcode", r)) {
String path = get_script_instance()->get_script()->get_path();
r = path.get_file().get_basename();
}
}
return r;
}
bool RichTextEffect::_process_effect_impl(Ref<CharFXTransform> p_cfx) {
bool return_value = false;
if (get_script_instance()) {
Variant v = get_script_instance()->call("_process_custom_fx", p_cfx);
if (v.get_type() != Variant::BOOL) {
return_value = false;
} else {
return_value = (bool)v;
}
}
return return_value;
}
RichTextEffect::RichTextEffect() {
}
void CharFXTransform::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_relative_index"), &CharFXTransform::get_relative_index);
ClassDB::bind_method(D_METHOD("set_relative_index", "index"), &CharFXTransform::set_relative_index);
ClassDB::bind_method(D_METHOD("get_absolute_index"), &CharFXTransform::get_absolute_index);
ClassDB::bind_method(D_METHOD("set_absolute_index", "index"), &CharFXTransform::set_absolute_index);
ClassDB::bind_method(D_METHOD("get_elapsed_time"), &CharFXTransform::get_elapsed_time);
ClassDB::bind_method(D_METHOD("set_elapsed_time", "time"), &CharFXTransform::set_elapsed_time);
ClassDB::bind_method(D_METHOD("is_visible"), &CharFXTransform::is_visible);
ClassDB::bind_method(D_METHOD("set_visibility", "visibility"), &CharFXTransform::set_visibility);
ClassDB::bind_method(D_METHOD("get_offset"), &CharFXTransform::get_offset);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CharFXTransform::set_offset);
ClassDB::bind_method(D_METHOD("get_color"), &CharFXTransform::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &CharFXTransform::set_color);
ClassDB::bind_method(D_METHOD("get_environment"), &CharFXTransform::get_environment);
ClassDB::bind_method(D_METHOD("set_environment", "environment"), &CharFXTransform::set_environment);
ClassDB::bind_method(D_METHOD("get_character"), &CharFXTransform::get_character);
ClassDB::bind_method(D_METHOD("set_character", "character"), &CharFXTransform::set_character);
ADD_PROPERTY(PropertyInfo(Variant::INT, "relative_index"), "set_relative_index", "get_relative_index");
ADD_PROPERTY(PropertyInfo(Variant::INT, "absolute_index"), "set_absolute_index", "get_absolute_index");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "elapsed_time"), "set_elapsed_time", "get_elapsed_time");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visibility", "is_visible");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "env"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::INT, "character"), "set_character", "get_character");
}
CharFXTransform::CharFXTransform() {
relative_index = 0;
absolute_index = 0;
visibility = true;
offset = Point2();
color = Color();
character = 0;
elapsed_time = 0.0f;
}
CharFXTransform::~CharFXTransform() {
environment.clear();
}