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/*************************************************************************/
/* text_line.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 TEXT_LINE_H
#define TEXT_LINE_H
#include "scene/resources/font.h"
#include "servers/text_server.h"
/*************************************************************************/
class TextLine : public Reference {
GDCLASS(TextLine, Reference);
RID rid;
bool dirty = true;
float width = -1;
uint8_t flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA;
HAlign align = HALIGN_LEFT;
Vector<float> tab_stops;
protected:
static void _bind_methods();
void _shape();
public:
RID get_rid() const;
void clear();
void set_direction(TextServer::Direction p_direction);
TextServer::Direction get_direction() const;
void set_bidi_override(const Vector<Vector2i> &p_override);
void set_orientation(TextServer::Orientation p_orientation);
TextServer::Orientation get_orientation() const;
void set_preserve_invalid(bool p_enabled);
bool get_preserve_invalid() const;
void set_preserve_control(bool p_enabled);
bool get_preserve_control() const;
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 = "");
bool add_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER, int p_length = 1);
bool resize_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER);
void set_align(HAlign p_align);
HAlign get_align() const;
void tab_align(const Vector<float> &p_tab_stops);
void set_flags(uint8_t p_flags);
uint8_t get_flags() const;
void set_width(float p_width);
float get_width() const;
Array get_objects() const;
Rect2 get_object_rect(Variant p_key) const;
Size2 get_size() const;
float get_line_ascent() const;
float get_line_descent() const;
float get_line_width() const;
float get_line_underline_position() const;
float get_line_underline_thickness() const;
void draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color = Color(1, 1, 1)) const;
void draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
int hit_test(float p_coords) const;
void _set_bidi_override(const Array &p_override);
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);
TextLine();
~TextLine();
};
#endif // TEXT_LINE_H
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