godot/scene/gui/rich_text_effect.h
Eoin O'Neill feedd6c615 Update RichTextLabel to support real time effects and custom BBCodes.
Added a new ItemFX type to RichTextLabel which supports dynamic text
effects.

RichTextEffect Resource Type was added which can be extended for more
real time text effects.
2019-09-03 15:36:19 -07:00

88 lines
3.8 KiB
C++

/*************************************************************************/
/* rich_text_effect.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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/resource.h"
class RichTextEffect : public Resource {
GDCLASS(RichTextEffect, Resource);
OBJ_SAVE_TYPE(RichTextEffect);
protected:
static void _bind_methods();
public:
Variant get_bbcode() const;
bool _process_effect_impl(Ref<class CharFXTransform> p_cfx);
RichTextEffect();
};
class CharFXTransform : public Reference {
GDCLASS(CharFXTransform, Reference);
protected:
static void _bind_methods();
public:
uint64_t relative_index;
uint64_t absolute_index;
bool visibility;
Point2 offset;
Color color;
CharType character;
float elapsed_time;
Dictionary environment;
CharFXTransform();
uint64_t get_relative_index() { return relative_index; }
void set_relative_index(uint64_t p_index) { relative_index = p_index; }
uint64_t get_absolute_index() { return absolute_index; }
void set_absolute_index(uint64_t p_index) { absolute_index = p_index; }
float get_elapsed_time() { return elapsed_time; }
void set_elapsed_time(float p_elapsed_time) { elapsed_time = p_elapsed_time; }
bool is_visible() { return visibility; }
void set_visibility(bool p_vis) { visibility = p_vis; }
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; }
int get_character() { return (int)character; }
void set_character(int p_char) { character = (CharType)p_char; }
Dictionary get_environment() { return environment; }
void set_environment(Dictionary p_environment) { environment = p_environment; }
Variant get_value_or(String p_key, Variant p_default_value);
};
#endif // RICH_TEXT_EFFECT_H