/*************************************************************************/
/*  rich_text_effect.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).   */
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/* 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    */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/

#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<CharFXTransform>)

public:
	Variant get_bbcode() const;
	bool _process_effect_impl(Ref<class CharFXTransform> p_cfx);

	RichTextEffect();
};

#endif // RICH_TEXT_EFFECT_H