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Happy new year to the wonderful Godot community!
111 lines
4.3 KiB
C++
111 lines
4.3 KiB
C++
/*************************************************************************/
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/* rich_text_effect.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 RICH_TEXT_EFFECT_H
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#define RICH_TEXT_EFFECT_H
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#include "core/io/resource.h"
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#include "core/object/gdvirtual.gen.inc"
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#include "core/object/script_language.h"
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class CharFXTransform : public RefCounted {
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GDCLASS(CharFXTransform, RefCounted);
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protected:
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static void _bind_methods();
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public:
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Vector2i range;
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bool visibility = true;
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bool outline = false;
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Point2 offset;
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Color color;
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double elapsed_time = 0.0f;
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Dictionary environment;
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uint32_t glyph_index = 0;
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uint16_t glyph_flags = 0;
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uint8_t glyph_count = 0;
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RID font;
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CharFXTransform();
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~CharFXTransform();
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Vector2i get_range() { return range; }
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void set_range(const Vector2i &p_range) { range = p_range; }
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double get_elapsed_time() { return elapsed_time; }
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void set_elapsed_time(double p_elapsed_time) { elapsed_time = p_elapsed_time; }
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bool is_visible() { return visibility; }
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void set_visibility(bool p_visibility) { visibility = p_visibility; }
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bool is_outline() { return outline; }
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void set_outline(bool p_outline) { outline = p_outline; }
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Point2 get_offset() { return offset; }
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void set_offset(Point2 p_offset) { offset = p_offset; }
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Color get_color() { return color; }
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void set_color(Color p_color) { color = p_color; }
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uint32_t get_glyph_index() const { return glyph_index; };
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void set_glyph_index(uint32_t p_glyph_index) { glyph_index = p_glyph_index; };
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uint16_t get_glyph_flags() const { return glyph_index; };
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void set_glyph_flags(uint16_t p_glyph_flags) { glyph_flags = p_glyph_flags; };
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uint8_t get_glyph_count() const { return glyph_count; };
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void set_glyph_count(uint8_t p_glyph_count) { glyph_count = p_glyph_count; };
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RID get_font() const { return font; };
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void set_font(RID p_font) { font = p_font; };
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Dictionary get_environment() { return environment; }
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void set_environment(Dictionary p_environment) { environment = p_environment; }
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};
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class RichTextEffect : public Resource {
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GDCLASS(RichTextEffect, Resource);
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OBJ_SAVE_TYPE(RichTextEffect);
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protected:
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static void _bind_methods();
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GDVIRTUAL1RC(bool, _process_custom_fx, Ref<CharFXTransform>)
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public:
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Variant get_bbcode() const;
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bool _process_effect_impl(Ref<class CharFXTransform> p_cfx);
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RichTextEffect();
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};
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#endif // RICH_TEXT_EFFECT_H
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