godot/scene/gui/rich_text_effect.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

88 lines
3.8 KiB
C++

/*************************************************************************/
/* rich_text_effect.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_EFFECT_H
#define RICH_TEXT_EFFECT_H
#include "core/resource.h"
class RichTextEffect : public Resource {
GDCLASS(RichTextEffect, Resource);
OBJ_SAVE_TYPE(RichTextEffect);
protected:
static void _bind_methods();
public:
Variant get_bbcode() const;
bool _process_effect_impl(Ref<class CharFXTransform> p_cfx);
RichTextEffect();
};
class CharFXTransform : public Reference {
GDCLASS(CharFXTransform, Reference);
protected:
static void _bind_methods();
public:
uint64_t relative_index;
uint64_t absolute_index;
bool visibility;
Point2 offset;
Color color;
CharType character;
float elapsed_time;
Dictionary environment;
CharFXTransform();
~CharFXTransform();
uint64_t get_relative_index() { return relative_index; }
void set_relative_index(uint64_t p_index) { relative_index = p_index; }
uint64_t get_absolute_index() { return absolute_index; }
void set_absolute_index(uint64_t p_index) { absolute_index = p_index; }
float get_elapsed_time() { return elapsed_time; }
void set_elapsed_time(float p_elapsed_time) { elapsed_time = p_elapsed_time; }
bool is_visible() { return visibility; }
void set_visibility(bool p_vis) { visibility = p_vis; }
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; }
int get_character() { return (int)character; }
void set_character(int p_char) { character = (CharType)p_char; }
Dictionary get_environment() { return environment; }
void set_environment(Dictionary p_environment) { environment = p_environment; }
};
#endif // RICH_TEXT_EFFECT_H