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/*************************************************************************/
/*  rich_text_effect.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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/io/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;
	char32_t character;
	float elapsed_time;
	Dictionary environment;

	CharFXTransform();
	~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 = (char32_t)p_char; }
	Dictionary get_environment() { return environment; }
	void set_environment(Dictionary p_environment) { environment = p_environment; }
};

#endif // RICH_TEXT_EFFECT_H