/*************************************************************************/ /* rich_text_effect.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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" #include "core/object/gdvirtual.gen.inc" #include "core/object/script_language.h" class CharFXTransform : public RefCounted { GDCLASS(CharFXTransform, RefCounted); protected: static void _bind_methods(); public: Vector2i range; bool visibility = true; bool outline = false; Point2 offset; Color color; double elapsed_time = 0.0f; Dictionary environment; uint32_t glyph_index = 0; uint16_t glyph_flags = 0; uint8_t glyph_count = 0; RID font; CharFXTransform(); ~CharFXTransform(); Vector2i get_range() { return range; } void set_range(const Vector2i &p_range) { range = p_range; } double get_elapsed_time() { return elapsed_time; } void set_elapsed_time(double p_elapsed_time) { elapsed_time = p_elapsed_time; } bool is_visible() { return visibility; } void set_visibility(bool p_visibility) { visibility = p_visibility; } bool is_outline() { return outline; } void set_outline(bool p_outline) { outline = p_outline; } 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; } uint32_t get_glyph_index() const { return glyph_index; }; void set_glyph_index(uint32_t p_glyph_index) { glyph_index = p_glyph_index; }; uint16_t get_glyph_flags() const { return glyph_index; }; void set_glyph_flags(uint16_t p_glyph_flags) { glyph_flags = p_glyph_flags; }; uint8_t get_glyph_count() const { return glyph_count; }; void set_glyph_count(uint8_t p_glyph_count) { glyph_count = p_glyph_count; }; RID get_font() const { return font; }; void set_font(RID p_font) { font = p_font; }; Dictionary get_environment() { return environment; } void set_environment(Dictionary p_environment) { environment = p_environment; } }; class RichTextEffect : public Resource { GDCLASS(RichTextEffect, Resource); OBJ_SAVE_TYPE(RichTextEffect); protected: static void _bind_methods(); GDVIRTUAL1RC(bool, _process_custom_fx, Ref) public: Variant get_bbcode() const; bool _process_effect_impl(Ref p_cfx); RichTextEffect(); }; #endif // RICH_TEXT_EFFECT_H