virtualx-engine/scene/gui/rich_text_label.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* rich_text_label.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_LABEL_H
#define RICH_TEXT_LABEL_H
#include "rich_text_effect.h"
#include "scene/gui/scroll_bar.h"
class RichTextLabel : public Control {
GDCLASS(RichTextLabel, Control);
public:
enum Align {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT,
ALIGN_FILL
};
enum ListType {
LIST_NUMBERS,
LIST_LETTERS,
LIST_DOTS
};
enum ItemType {
ITEM_FRAME,
ITEM_TEXT,
ITEM_IMAGE,
ITEM_NEWLINE,
ITEM_FONT,
ITEM_COLOR,
ITEM_UNDERLINE,
ITEM_STRIKETHROUGH,
ITEM_ALIGN,
ITEM_INDENT,
ITEM_LIST,
ITEM_TABLE,
ITEM_FADE,
ITEM_SHAKE,
ITEM_WAVE,
ITEM_TORNADO,
ITEM_RAINBOW,
ITEM_META,
ITEM_CUSTOMFX
};
protected:
static void _bind_methods();
private:
struct Item;
struct Line {
Item *from;
Vector<int> offset_caches;
Vector<int> height_caches;
Vector<int> ascent_caches;
Vector<int> descent_caches;
Vector<int> space_caches;
int height_cache;
int height_accum_cache;
int char_count;
int minimum_width;
int maximum_width;
Line() {
from = NULL;
char_count = 0;
}
};
struct Item {
int index;
Item *parent;
ItemType type;
List<Item *> subitems;
List<Item *>::Element *E;
int line;
void _clear_children() {
while (subitems.size()) {
memdelete(subitems.front()->get());
subitems.pop_front();
}
}
Item() {
parent = NULL;
E = NULL;
line = 0;
}
virtual ~Item() { _clear_children(); }
};
struct ItemFrame : public Item {
int parent_line;
bool cell;
Vector<Line> lines;
int first_invalid_line;
ItemFrame *parent_frame;
ItemFrame() {
type = ITEM_FRAME;
parent_frame = NULL;
cell = false;
parent_line = 0;
}
};
struct ItemText : public Item {
String text;
ItemText() { type = ITEM_TEXT; }
};
struct ItemImage : public Item {
Ref<Texture> image;
Size2 size;
ItemImage() { type = ITEM_IMAGE; }
};
struct ItemFont : public Item {
Ref<Font> font;
ItemFont() { type = ITEM_FONT; }
};
struct ItemColor : public Item {
Color color;
ItemColor() { type = ITEM_COLOR; }
};
struct ItemUnderline : public Item {
ItemUnderline() { type = ITEM_UNDERLINE; }
};
struct ItemStrikethrough : public Item {
ItemStrikethrough() { type = ITEM_STRIKETHROUGH; }
};
struct ItemMeta : public Item {
Variant meta;
ItemMeta() { type = ITEM_META; }
};
struct ItemAlign : public Item {
Align align;
ItemAlign() { type = ITEM_ALIGN; }
};
struct ItemIndent : public Item {
int level;
ItemIndent() { type = ITEM_INDENT; }
};
struct ItemList : public Item {
ListType list_type;
ItemList() { type = ITEM_LIST; }
};
struct ItemNewline : public Item {
ItemNewline() { type = ITEM_NEWLINE; }
};
struct ItemTable : public Item {
struct Column {
bool expand;
int expand_ratio;
int min_width;
int max_width;
int width;
};
Vector<Column> columns;
int total_width;
ItemTable() { type = ITEM_TABLE; }
};
struct ItemFade : public Item {
int starting_index;
int length;
ItemFade() { type = ITEM_FADE; }
};
struct ItemFX : public Item {
float elapsed_time;
ItemFX() {
elapsed_time = 0.0f;
}
};
struct ItemShake : public ItemFX {
int strength;
float rate;
uint64_t _current_rng;
uint64_t _previous_rng;
ItemShake() {
strength = 0;
rate = 0.0f;
_current_rng = 0;
type = ITEM_SHAKE;
}
void reroll_random() {
_previous_rng = _current_rng;
_current_rng = Math::rand();
}
uint64_t offset_random(int index) {
return (_current_rng >> (index % 64)) |
(_current_rng << (64 - (index % 64)));
}
uint64_t offset_previous_random(int index) {
return (_previous_rng >> (index % 64)) |
(_previous_rng << (64 - (index % 64)));
}
};
struct ItemWave : public ItemFX {
float frequency;
float amplitude;
ItemWave() {
frequency = 1.0f;
amplitude = 1.0f;
type = ITEM_WAVE;
}
};
struct ItemTornado : public ItemFX {
float radius;
float frequency;
ItemTornado() {
radius = 1.0f;
frequency = 1.0f;
type = ITEM_TORNADO;
}
};
struct ItemRainbow : public ItemFX {
float saturation;
float value;
float frequency;
ItemRainbow() {
saturation = 0.8f;
value = 0.8f;
frequency = 1.0f;
type = ITEM_RAINBOW;
}
};
struct ItemCustomFX : public ItemFX {
Ref<CharFXTransform> char_fx_transform;
Ref<RichTextEffect> custom_effect;
ItemCustomFX() {
type = ITEM_CUSTOMFX;
char_fx_transform.instance();
}
virtual ~ItemCustomFX() {
_clear_children();
char_fx_transform.unref();
custom_effect.unref();
}
};
ItemFrame *main;
Item *current;
ItemFrame *current_frame;
VScrollBar *vscroll;
bool scroll_visible;
bool scroll_follow;
bool scroll_following;
bool scroll_active;
int scroll_w;
bool scroll_updated;
bool updating_scroll;
int current_idx;
int visible_line_count;
int tab_size;
bool underline_meta;
bool override_selected_font_color;
Align default_align;
ItemMeta *meta_hovering;
Variant current_meta;
Vector<Ref<RichTextEffect> > custom_effects;
void _invalidate_current_line(ItemFrame *p_frame);
void _validate_line_caches(ItemFrame *p_frame);
void _add_item(Item *p_item, bool p_enter = false, bool p_ensure_newline = false);
void _remove_item(Item *p_item, const int p_line, const int p_subitem_line);
struct ProcessState {
int line_width;
};
enum ProcessMode {
PROCESS_CACHE,
PROCESS_DRAW,
PROCESS_POINTER
};
struct Selection {
Item *click;
int click_char;
Item *from;
int from_char;
Item *to;
int to_char;
bool active; // anything selected? i.e. from, to, etc. valid?
bool enabled; // allow selections?
};
Selection selection;
int visible_characters;
float percent_visible;
int _process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int &y, int p_width, int p_line, ProcessMode p_mode, const Ref<Font> &p_base_font, const Color &p_base_color, const Color &p_font_color_shadow, bool p_shadow_as_outline, const Point2 &shadow_ofs, const Point2i &p_click_pos = Point2i(), Item **r_click_item = NULL, int *r_click_char = NULL, bool *r_outside = NULL, int p_char_count = 0);
void _find_click(ItemFrame *p_frame, const Point2i &p_click, Item **r_click_item = NULL, int *r_click_char = NULL, bool *r_outside = NULL);
Ref<Font> _find_font(Item *p_item);
int _find_margin(Item *p_item, const Ref<Font> &p_base_font);
Align _find_align(Item *p_item);
Color _find_color(Item *p_item, const Color &p_default_color);
bool _find_underline(Item *p_item);
bool _find_strikethrough(Item *p_item);
bool _find_meta(Item *p_item, Variant *r_meta, ItemMeta **r_item = NULL);
bool _find_layout_subitem(Item *from, Item *to);
bool _find_by_type(Item *p_item, ItemType p_type);
void _fetch_item_fx_stack(Item *p_item, Vector<ItemFX *> &r_stack);
void _update_scroll();
void _update_fx(ItemFrame *p_frame, float p_delta_time);
void _scroll_changed(double);
void _gui_input(Ref<InputEvent> p_event);
Item *_get_next_item(Item *p_item, bool p_free = false);
Item *_get_prev_item(Item *p_item, bool p_free = false);
Rect2 _get_text_rect();
Ref<RichTextEffect> _get_custom_effect_by_code(String p_bbcode_identifier);
virtual Dictionary parse_expressions_for_values(Vector<String> p_expressions);
bool use_bbcode;
String bbcode;
void _update_all_lines();
int fixed_width;
protected:
void _notification(int p_what);
public:
String get_text();
void add_text(const String &p_text);
void add_image(const Ref<Texture> &p_image, const int p_width = 0, const int p_height = 0);
void add_newline();
bool remove_line(const int p_line);
void push_font(const Ref<Font> &p_font);
void push_normal();
void push_bold();
void push_bold_italics();
void push_italics();
void push_mono();
void push_color(const Color &p_color);
void push_underline();
void push_strikethrough();
void push_align(Align p_align);
void push_indent(int p_level);
void push_list(ListType p_list);
void push_meta(const Variant &p_meta);
void push_table(int p_columns);
void push_fade(int p_start_index, int p_length);
void push_shake(int p_strength, float p_rate);
void push_wave(float p_frequency, float p_amplitude);
void push_tornado(float p_frequency, float p_radius);
void push_rainbow(float p_saturation, float p_value, float p_frequency);
void push_customfx(Ref<RichTextEffect> p_custom_effect, Dictionary p_environment);
void set_table_column_expand(int p_column, bool p_expand, int p_ratio = 1);
int get_current_table_column() const;
void push_cell();
void pop();
void clear();
void set_offset(int p_pixel);
void set_meta_underline(bool p_underline);
bool is_meta_underlined() const;
void set_override_selected_font_color(bool p_override_selected_font_color);
bool is_overriding_selected_font_color() const;
void set_scroll_active(bool p_active);
bool is_scroll_active() const;
void set_scroll_follow(bool p_follow);
bool is_scroll_following() const;
void set_tab_size(int p_spaces);
int get_tab_size() const;
bool search(const String &p_string, bool p_from_selection = false, bool p_search_previous = false);
void scroll_to_line(int p_line);
int get_line_count() const;
int get_visible_line_count() const;
int get_content_height();
VScrollBar *get_v_scroll() { return vscroll; }
virtual CursorShape get_cursor_shape(const Point2 &p_pos) const;
void set_selection_enabled(bool p_enabled);
bool is_selection_enabled() const;
void selection_copy();
Error parse_bbcode(const String &p_bbcode);
Error append_bbcode(const String &p_bbcode);
void set_use_bbcode(bool p_enable);
bool is_using_bbcode() const;
void set_bbcode(const String &p_bbcode);
String get_bbcode() const;
void set_text(const String &p_string);
void set_visible_characters(int p_visible);
int get_visible_characters() const;
int get_total_character_count() const;
void set_percent_visible(float p_percent);
float get_percent_visible() const;
void set_effects(const Vector<Variant> &effects);
Vector<Variant> get_effects();
void install_effect(const Variant effect);
void set_fixed_size_to_width(int p_width);
virtual Size2 get_minimum_size() const;
RichTextLabel();
~RichTextLabel();
};
VARIANT_ENUM_CAST(RichTextLabel::Align);
VARIANT_ENUM_CAST(RichTextLabel::ListType);
VARIANT_ENUM_CAST(RichTextLabel::ItemType);
#endif // RICH_TEXT_LABEL_H