virtualx-engine/scene/gui/link_button.h
bruvzg be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00

98 lines
4 KiB
C++

/*************************************************************************/
/* link_button.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). */
/* */
/* 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 LINKBUTTON_H
#define LINKBUTTON_H
#include "scene/gui/base_button.h"
#include "scene/resources/text_line.h"
class LinkButton : public BaseButton {
GDCLASS(LinkButton, BaseButton);
public:
enum UnderlineMode {
UNDERLINE_MODE_ALWAYS,
UNDERLINE_MODE_ON_HOVER,
UNDERLINE_MODE_NEVER
};
private:
String text;
String xl_text;
Ref<TextLine> text_buf;
UnderlineMode underline_mode = UNDERLINE_MODE_ALWAYS;
Dictionary opentype_features;
String language;
TextDirection text_direction = TEXT_DIRECTION_AUTO;
TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
Array st_args;
void _shape();
protected:
virtual Size2 get_minimum_size() const override;
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void set_text(const String &p_text);
String get_text() const;
void set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser);
TextServer::StructuredTextParser get_structured_text_bidi_override() const;
void set_structured_text_bidi_override_options(Array p_args);
Array get_structured_text_bidi_override_options() const;
void set_text_direction(TextDirection p_text_direction);
TextDirection get_text_direction() const;
void set_opentype_feature(const String &p_name, int p_value);
int get_opentype_feature(const String &p_name) const;
void clear_opentype_features();
void set_language(const String &p_language);
String get_language() const;
void set_underline_mode(UnderlineMode p_underline_mode);
UnderlineMode get_underline_mode() const;
LinkButton(const String &p_text = String());
};
VARIANT_ENUM_CAST(LinkButton::UnderlineMode);
#endif // LINKBUTTON_H