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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
/*************************************************************************/
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/* 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 LABEL_H
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#define LABEL_H
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#include "scene/gui/control.h"
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class Label : public Control {
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GDCLASS(Label, 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 VAlign {
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VALIGN_TOP,
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VALIGN_CENTER,
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VALIGN_BOTTOM,
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VALIGN_FILL
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};
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private:
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Align align;
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VAlign valign;
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String text;
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String xl_text;
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bool autowrap;
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bool clip;
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Size2 minsize;
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int line_count;
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bool uppercase;
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int get_longest_line_width() const;
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struct WordCache {
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enum {
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CHAR_NEWLINE = -1,
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CHAR_WRAPLINE = -2
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};
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int char_pos; // if -1, then newline
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int word_len;
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int pixel_width;
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int space_count;
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WordCache *next;
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WordCache() {
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char_pos = 0;
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word_len = 0;
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pixel_width = 0;
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next = 0;
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space_count = 0;
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}
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};
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bool word_cache_dirty;
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void regenerate_word_cache();
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float percent_visible;
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WordCache *word_cache;
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int total_char_cache;
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int visible_chars;
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int lines_skipped;
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int max_lines_visible;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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// bind helpers
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public:
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virtual Size2 get_minimum_size() const;
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void set_align(Align p_align);
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Align get_align() const;
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void set_valign(VAlign p_align);
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VAlign get_valign() const;
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void set_text(const String &p_string);
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String get_text() const;
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void set_autowrap(bool p_autowrap);
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bool has_autowrap() const;
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void set_uppercase(bool p_uppercase);
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bool is_uppercase() const;
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void set_visible_characters(int p_amount);
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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_clip_text(bool p_clip);
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bool is_clipping_text() 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_lines_skipped(int p_lines);
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int get_lines_skipped() const;
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void set_max_lines_visible(int p_lines);
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int get_max_lines_visible() const;
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int get_line_height() const;
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int get_line_count() const;
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int get_visible_line_count() const;
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Label(const String &p_text = String());
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~Label();
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};
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VARIANT_ENUM_CAST(Label::Align);
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VARIANT_ENUM_CAST(Label::VAlign);
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#endif
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