#ifndef RICH_TEXT_EFFECT_H #define RICH_TEXT_EFFECT_H /*************************************************************************/ /* rich_text_effect.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #include "core/object/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 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