godot/scene/gui/rich_text_effect.h

115 lines
4.5 KiB
C++

/*************************************************************************/
/* rich_text_effect.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef RICH_TEXT_EFFECT_H
#define RICH_TEXT_EFFECT_H
#include "core/io/resource.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/script_language.h"
class CharFXTransform : public RefCounted {
GDCLASS(CharFXTransform, RefCounted);
protected:
static void _bind_methods();
public:
Vector2i range;
bool visibility = true;
bool outline = false;
Point2 offset;
Color color;
double elapsed_time = 0.0f;
Dictionary environment;
uint32_t glyph_index = 0;
uint16_t glyph_flags = 0;
uint8_t glyph_count = 0;
int32_t relative_index = 0;
RID font;
CharFXTransform();
~CharFXTransform();
Vector2i get_range() { return range; }
void set_range(const Vector2i &p_range) { range = p_range; }
double get_elapsed_time() { return elapsed_time; }
void set_elapsed_time(double p_elapsed_time) { elapsed_time = p_elapsed_time; }
bool is_visible() { return visibility; }
void set_visibility(bool p_visibility) { visibility = p_visibility; }
bool is_outline() { return outline; }
void set_outline(bool p_outline) { outline = p_outline; }
Point2 get_offset() { return offset; }
void set_offset(Point2 p_offset) { offset = p_offset; }
Color get_color() { return color; }
void set_color(Color p_color) { color = p_color; }
uint32_t get_glyph_index() const { return glyph_index; };
void set_glyph_index(uint32_t p_glyph_index) { glyph_index = p_glyph_index; };
uint16_t get_glyph_flags() const { return glyph_flags; };
void set_glyph_flags(uint16_t p_glyph_flags) { glyph_flags = p_glyph_flags; };
uint8_t get_glyph_count() const { return glyph_count; };
void set_glyph_count(uint8_t p_glyph_count) { glyph_count = p_glyph_count; };
int32_t get_relative_index() const { return relative_index; };
void set_relative_index(int32_t p_relative_index) { relative_index = p_relative_index; };
RID get_font() const { return font; };
void set_font(RID p_font) { font = p_font; };
Dictionary get_environment() { return environment; }
void set_environment(Dictionary p_environment) { environment = p_environment; }
};
class RichTextEffect : public Resource {
GDCLASS(RichTextEffect, Resource);
OBJ_SAVE_TYPE(RichTextEffect);
protected:
static void _bind_methods();
GDVIRTUAL1RC(bool, _process_custom_fx, Ref<CharFXTransform>)
public:
Variant get_bbcode() const;
bool _process_effect_impl(Ref<class CharFXTransform> p_cfx);
RichTextEffect();
};
#endif // RICH_TEXT_EFFECT_H