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/*************************************************************************/
/*  link_button.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 LINKBUTTON_H
#define LINKBUTTON_H

#include "scene/gui/base_button.h"
#include "scene/resources/text_line.h"

class LinkButton : public BaseButton {
	GDCLASS(LinkButton, BaseButton);

public:
	enum UnderlineMode {
		UNDERLINE_MODE_ALWAYS,
		UNDERLINE_MODE_ON_HOVER,
		UNDERLINE_MODE_NEVER
	};

private:
	String text;
	String xl_text;
	Ref<TextLine> text_buf;
	UnderlineMode underline_mode = UNDERLINE_MODE_ALWAYS;

	String language;
	TextDirection text_direction = TEXT_DIRECTION_AUTO;
	TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
	Array st_args;

	void _shape();

protected:
	virtual Size2 get_minimum_size() const override;
	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_text(const String &p_text);
	String get_text() const;

	void set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser);
	TextServer::StructuredTextParser get_structured_text_bidi_override() const;

	void set_structured_text_bidi_override_options(Array p_args);
	Array get_structured_text_bidi_override_options() const;

	void set_text_direction(TextDirection p_text_direction);
	TextDirection get_text_direction() const;

	void set_language(const String &p_language);
	String get_language() const;

	void set_underline_mode(UnderlineMode p_underline_mode);
	UnderlineMode get_underline_mode() const;

	LinkButton(const String &p_text = String());
};

VARIANT_ENUM_CAST(LinkButton::UnderlineMode);

#endif // LINKBUTTON_H