511 lines
13 KiB
C++
511 lines
13 KiB
C++
/*************************************************************************/
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/* rich_text_label.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RICH_TEXT_LABEL_H
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#define RICH_TEXT_LABEL_H
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#include "rich_text_effect.h"
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#include "scene/gui/scroll_bar.h"
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class RichTextLabel : public Control {
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GDCLASS(RichTextLabel, Control);
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public:
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enum Align {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT,
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ALIGN_FILL
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};
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enum ListType {
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LIST_NUMBERS,
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LIST_LETTERS,
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LIST_DOTS
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};
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enum ItemType {
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ITEM_FRAME,
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ITEM_TEXT,
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ITEM_IMAGE,
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ITEM_NEWLINE,
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ITEM_FONT,
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ITEM_COLOR,
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ITEM_UNDERLINE,
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ITEM_STRIKETHROUGH,
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ITEM_ALIGN,
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ITEM_INDENT,
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ITEM_LIST,
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ITEM_TABLE,
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ITEM_FADE,
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ITEM_SHAKE,
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ITEM_WAVE,
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ITEM_TORNADO,
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ITEM_RAINBOW,
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ITEM_META,
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ITEM_CUSTOMFX
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};
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protected:
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static void _bind_methods();
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private:
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struct Item;
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struct Line {
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Item *from;
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Vector<int> offset_caches;
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Vector<int> height_caches;
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Vector<int> ascent_caches;
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Vector<int> descent_caches;
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Vector<int> space_caches;
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int height_cache;
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int height_accum_cache;
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int char_count;
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int minimum_width;
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int maximum_width;
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Line() {
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from = nullptr;
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char_count = 0;
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}
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};
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struct Item {
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int index;
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Item *parent;
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ItemType type;
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List<Item *> subitems;
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List<Item *>::Element *E;
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int line;
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void _clear_children() {
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while (subitems.size()) {
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memdelete(subitems.front()->get());
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subitems.pop_front();
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}
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}
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Item() {
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parent = nullptr;
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E = nullptr;
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line = 0;
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index = 0;
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type = ITEM_FRAME;
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}
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virtual ~Item() { _clear_children(); }
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};
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struct ItemFrame : public Item {
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int parent_line;
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bool cell;
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Vector<Line> lines;
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int first_invalid_line;
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ItemFrame *parent_frame;
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ItemFrame() {
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type = ITEM_FRAME;
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parent_frame = nullptr;
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cell = false;
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parent_line = 0;
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}
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};
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struct ItemText : public Item {
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String text;
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ItemText() { type = ITEM_TEXT; }
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};
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struct ItemImage : public Item {
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Ref<Texture2D> image;
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Size2 size;
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Color color;
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ItemImage() { type = ITEM_IMAGE; }
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};
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struct ItemFont : public Item {
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Ref<Font> font;
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ItemFont() { type = ITEM_FONT; }
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};
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struct ItemColor : public Item {
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Color color;
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ItemColor() { type = ITEM_COLOR; }
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};
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struct ItemUnderline : public Item {
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ItemUnderline() { type = ITEM_UNDERLINE; }
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};
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struct ItemStrikethrough : public Item {
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ItemStrikethrough() { type = ITEM_STRIKETHROUGH; }
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};
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struct ItemMeta : public Item {
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Variant meta;
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ItemMeta() { type = ITEM_META; }
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};
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struct ItemAlign : public Item {
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Align align;
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ItemAlign() { type = ITEM_ALIGN; }
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};
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struct ItemIndent : public Item {
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int level;
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ItemIndent() { type = ITEM_INDENT; }
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};
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struct ItemList : public Item {
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ListType list_type;
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ItemList() { type = ITEM_LIST; }
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};
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struct ItemNewline : public Item {
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ItemNewline() { type = ITEM_NEWLINE; }
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};
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struct ItemTable : public Item {
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struct Column {
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bool expand;
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int expand_ratio;
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int min_width;
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int max_width;
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int width;
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};
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Vector<Column> columns;
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int total_width;
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ItemTable() { type = ITEM_TABLE; }
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};
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struct ItemFade : public Item {
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int starting_index;
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int length;
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ItemFade() { type = ITEM_FADE; }
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};
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struct ItemFX : public Item {
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float elapsed_time;
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ItemFX() {
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elapsed_time = 0.0f;
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}
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};
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struct ItemShake : public ItemFX {
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int strength;
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float rate;
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uint64_t _current_rng;
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uint64_t _previous_rng;
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ItemShake() {
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strength = 0;
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rate = 0.0f;
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_current_rng = 0;
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type = ITEM_SHAKE;
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}
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void reroll_random() {
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_previous_rng = _current_rng;
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_current_rng = Math::rand();
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}
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uint64_t offset_random(int index) {
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return (_current_rng >> (index % 64)) |
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(_current_rng << (64 - (index % 64)));
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}
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uint64_t offset_previous_random(int index) {
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return (_previous_rng >> (index % 64)) |
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(_previous_rng << (64 - (index % 64)));
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}
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};
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struct ItemWave : public ItemFX {
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float frequency;
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float amplitude;
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ItemWave() {
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frequency = 1.0f;
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amplitude = 1.0f;
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type = ITEM_WAVE;
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}
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};
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struct ItemTornado : public ItemFX {
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float radius;
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float frequency;
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ItemTornado() {
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radius = 1.0f;
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frequency = 1.0f;
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type = ITEM_TORNADO;
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}
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};
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struct ItemRainbow : public ItemFX {
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float saturation;
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float value;
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float frequency;
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ItemRainbow() {
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saturation = 0.8f;
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value = 0.8f;
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frequency = 1.0f;
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type = ITEM_RAINBOW;
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}
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};
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struct ItemCustomFX : public ItemFX {
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Ref<CharFXTransform> char_fx_transform;
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Ref<RichTextEffect> custom_effect;
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ItemCustomFX() {
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type = ITEM_CUSTOMFX;
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char_fx_transform.instance();
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}
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virtual ~ItemCustomFX() {
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_clear_children();
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char_fx_transform.unref();
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custom_effect.unref();
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}
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};
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ItemFrame *main;
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Item *current;
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ItemFrame *current_frame;
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VScrollBar *vscroll;
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bool scroll_visible;
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bool scroll_follow;
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bool scroll_following;
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bool scroll_active;
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int scroll_w;
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bool scroll_updated;
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bool updating_scroll;
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int current_idx;
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int visible_line_count;
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int tab_size;
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bool underline_meta;
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bool override_selected_font_color;
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Align default_align;
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ItemMeta *meta_hovering;
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Variant current_meta;
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Vector<Ref<RichTextEffect>> custom_effects;
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void _invalidate_current_line(ItemFrame *p_frame);
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void _validate_line_caches(ItemFrame *p_frame);
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void _add_item(Item *p_item, bool p_enter = false, bool p_ensure_newline = false);
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void _remove_item(Item *p_item, const int p_line, const int p_subitem_line);
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struct ProcessState {
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int line_width;
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};
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enum ProcessMode {
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PROCESS_CACHE,
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PROCESS_DRAW,
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PROCESS_POINTER
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};
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struct Selection {
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Item *click;
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int click_char;
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Item *from;
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int from_char;
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Item *to;
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int to_char;
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bool active; // anything selected? i.e. from, to, etc. valid?
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bool enabled; // allow selections?
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};
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Selection selection;
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int visible_characters;
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float percent_visible;
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int _process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int &y, int p_width, int p_line, ProcessMode p_mode, const Ref<Font> &p_base_font, const Color &p_base_color, const Color &p_font_color_shadow, bool p_shadow_as_outline, const Point2 &shadow_ofs, const Point2i &p_click_pos = Point2i(), Item **r_click_item = nullptr, int *r_click_char = nullptr, bool *r_outside = nullptr, int p_char_count = 0);
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void _find_click(ItemFrame *p_frame, const Point2i &p_click, Item **r_click_item = nullptr, int *r_click_char = nullptr, bool *r_outside = nullptr);
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Ref<Font> _find_font(Item *p_item);
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int _find_margin(Item *p_item, const Ref<Font> &p_base_font);
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Align _find_align(Item *p_item);
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Color _find_color(Item *p_item, const Color &p_default_color);
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bool _find_underline(Item *p_item);
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bool _find_strikethrough(Item *p_item);
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bool _find_meta(Item *p_item, Variant *r_meta, ItemMeta **r_item = nullptr);
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bool _find_layout_subitem(Item *from, Item *to);
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void _fetch_item_fx_stack(Item *p_item, Vector<ItemFX *> &r_stack);
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static Color _get_color_from_string(const String &p_color_str, const Color &p_default_color);
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void _update_scroll();
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void _update_fx(ItemFrame *p_frame, float p_delta_time);
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void _scroll_changed(double);
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void _gui_input(Ref<InputEvent> p_event);
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Item *_get_next_item(Item *p_item, bool p_free = false);
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Item *_get_prev_item(Item *p_item, bool p_free = false);
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Rect2 _get_text_rect();
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Ref<RichTextEffect> _get_custom_effect_by_code(String p_bbcode_identifier);
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virtual Dictionary parse_expressions_for_values(Vector<String> p_expressions);
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bool use_bbcode;
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String bbcode;
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void _update_all_lines();
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int fixed_width;
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bool fit_content_height;
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protected:
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void _notification(int p_what);
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public:
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String get_text();
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void add_text(const String &p_text);
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void add_image(const Ref<Texture2D> &p_image, const int p_width = 0, const int p_height = 0, const Color &p_color = Color(1.0, 1.0, 1.0));
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void add_newline();
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bool remove_line(const int p_line);
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void push_font(const Ref<Font> &p_font);
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void push_normal();
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void push_bold();
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void push_bold_italics();
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void push_italics();
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void push_mono();
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void push_color(const Color &p_color);
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void push_underline();
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void push_strikethrough();
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void push_align(Align p_align);
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void push_indent(int p_level);
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void push_list(ListType p_list);
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void push_meta(const Variant &p_meta);
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void push_table(int p_columns);
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void push_fade(int p_start_index, int p_length);
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void push_shake(int p_strength, float p_rate);
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void push_wave(float p_frequency, float p_amplitude);
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void push_tornado(float p_frequency, float p_radius);
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void push_rainbow(float p_saturation, float p_value, float p_frequency);
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void push_customfx(Ref<RichTextEffect> p_custom_effect, Dictionary p_environment);
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void set_table_column_expand(int p_column, bool p_expand, int p_ratio = 1);
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int get_current_table_column() const;
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void push_cell();
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void pop();
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void clear();
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void set_offset(int p_pixel);
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void set_meta_underline(bool p_underline);
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bool is_meta_underlined() const;
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void set_override_selected_font_color(bool p_override_selected_font_color);
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bool is_overriding_selected_font_color() const;
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void set_scroll_active(bool p_active);
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bool is_scroll_active() const;
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void set_scroll_follow(bool p_follow);
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bool is_scroll_following() const;
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void set_tab_size(int p_spaces);
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int get_tab_size() const;
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void set_fit_content_height(bool p_enabled);
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bool is_fit_content_height_enabled() const;
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bool search(const String &p_string, bool p_from_selection = false, bool p_search_previous = false);
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void scroll_to_line(int p_line);
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int get_line_count() const;
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int get_visible_line_count() const;
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int get_content_height() const;
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VScrollBar *get_v_scroll() { return vscroll; }
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virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
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void set_selection_enabled(bool p_enabled);
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bool is_selection_enabled() const;
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String get_selected_text();
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void selection_copy();
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Error parse_bbcode(const String &p_bbcode);
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Error append_bbcode(const String &p_bbcode);
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void set_use_bbcode(bool p_enable);
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bool is_using_bbcode() const;
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void set_bbcode(const String &p_bbcode);
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String get_bbcode() const;
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void set_text(const String &p_string);
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void set_visible_characters(int p_visible);
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int get_visible_characters() const;
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int get_total_character_count() const;
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void set_percent_visible(float p_percent);
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float get_percent_visible() const;
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void set_effects(const Vector<Variant> &effects);
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Vector<Variant> get_effects();
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void install_effect(const Variant effect);
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void set_fixed_size_to_width(int p_width);
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virtual Size2 get_minimum_size() const override;
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RichTextLabel();
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~RichTextLabel();
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};
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VARIANT_ENUM_CAST(RichTextLabel::Align);
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VARIANT_ENUM_CAST(RichTextLabel::ListType);
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VARIANT_ENUM_CAST(RichTextLabel::ItemType);
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#endif // RICH_TEXT_LABEL_H
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