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99666de00f
Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
115 lines
4.6 KiB
C++
115 lines
4.6 KiB
C++
/*************************************************************************/
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/* text_line.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 TEXT_LINE_H
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#define TEXT_LINE_H
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#include "scene/resources/font.h"
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#include "servers/text_server.h"
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/*************************************************************************/
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class TextLine : public Reference {
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GDCLASS(TextLine, Reference);
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RID rid;
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bool dirty = true;
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float width = -1;
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uint8_t flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA;
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HAlign align = HALIGN_LEFT;
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Vector<float> tab_stops;
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protected:
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static void _bind_methods();
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void _shape();
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public:
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RID get_rid() const;
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void clear();
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void set_direction(TextServer::Direction p_direction);
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TextServer::Direction get_direction() const;
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void set_bidi_override(const Vector<Vector2i> &p_override);
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void set_orientation(TextServer::Orientation p_orientation);
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TextServer::Orientation get_orientation() const;
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void set_preserve_invalid(bool p_enabled);
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bool get_preserve_invalid() const;
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void set_preserve_control(bool p_enabled);
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bool get_preserve_control() const;
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bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "");
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bool add_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER, int p_length = 1);
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bool resize_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER);
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void set_align(HAlign p_align);
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HAlign get_align() const;
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void tab_align(const Vector<float> &p_tab_stops);
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void set_flags(uint8_t p_flags);
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uint8_t get_flags() const;
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void set_width(float p_width);
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float get_width() const;
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Array get_objects() const;
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Rect2 get_object_rect(Variant p_key) const;
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Size2 get_size() const;
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float get_line_ascent() const;
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float get_line_descent() const;
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float get_line_width() const;
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float get_line_underline_position() const;
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float get_line_underline_thickness() const;
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void draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color = Color(1, 1, 1)) const;
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void draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
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int hit_test(float p_coords) const;
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void _set_bidi_override(const Array &p_override);
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TextLine(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "", TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL);
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TextLine();
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~TextLine();
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};
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#endif // TEXT_LINE_H
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