c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
354 lines
8.0 KiB
C++
354 lines
8.0 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "scene/gui/scroll_bar.h"
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class RichTextLabel : public Control {
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OBJ_TYPE( 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_ALIGN,
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ITEM_INDENT,
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ITEM_LIST,
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ITEM_TABLE,
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ITEM_META
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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> 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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Line() { from=NULL; char_count=0; }
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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() { while (subitems.size()) { memdelete(subitems.front()->get()); subitems.pop_front(); } }
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Item() { parent=NULL; E=NULL; line=0;}
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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() { type=ITEM_FRAME; parent_frame=NULL; cell=false; parent_line=0; }
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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<Texture> image;
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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 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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int line;
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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 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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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 updating_scroll;
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int current_idx;
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int tab_size;
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bool underline_meta;
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Align default_align;
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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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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;
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bool enabled;
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};
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Selection selection;
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int visible_characters;
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void _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 Point2i& p_click_pos=Point2i(),Item **r_click_item=NULL,int *r_click_char=NULL,bool *r_outside=NULL,int p_char_count=0);
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void _find_click(ItemFrame *p_frame, const Point2i& p_click,Item **r_click_item=NULL,int *r_click_char=NULL,bool *r_outside=NULL);
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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_meta(Item *p_item,Variant *r_meta);
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void _update_scroll();
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void _scroll_changed(double);
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void _input_event(InputEvent p_event);
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Item *_get_next_item(Item* p_item, bool p_free=false);
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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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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<Texture>& p_image);
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void add_newline();
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void push_font(const Ref<Font>& p_font);
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void push_color(const Color& p_color);
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void push_underline();
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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_data);
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void push_table(int p_columns);
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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_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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bool search(const String& p_string,bool p_from_selection=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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VScrollBar *get_v_scroll() { return vscroll; }
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virtual CursorShape get_cursor_shape(const Point2& p_pos) const;
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void set_selection_enabled(bool p_enabled);
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bool is_selection_enabled() const;
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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_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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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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