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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  rich_text_effect.h                                                   */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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   */ | 
					
						
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							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
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							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #ifndef RICH_TEXT_EFFECT_H
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							|  |  |  | #define RICH_TEXT_EFFECT_H
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										 |  |  | #include "core/io/resource.h"
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										 |  |  | #include "core/object/gdvirtual.gen.inc"
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							|  |  |  | #include "core/object/script_language.h"
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										 |  |  | class CharFXTransform : public RefCounted { | 
					
						
							|  |  |  | 	GDCLASS(CharFXTransform, RefCounted); | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	Vector2i range; | 
					
						
							|  |  |  | 	bool visibility = true; | 
					
						
							|  |  |  | 	bool outline = false; | 
					
						
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										 |  |  | 	Point2 offset; | 
					
						
							|  |  |  | 	Color color; | 
					
						
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										 |  |  | 	double elapsed_time = 0.0f; | 
					
						
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										 |  |  | 	Dictionary environment; | 
					
						
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										 |  |  | 	uint32_t glyph_index = 0; | 
					
						
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										 |  |  | 	uint16_t glyph_flags = 0; | 
					
						
							|  |  |  | 	uint8_t glyph_count = 0; | 
					
						
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										 |  |  | 	RID font; | 
					
						
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							|  |  |  | 	CharFXTransform(); | 
					
						
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										 |  |  | 	~CharFXTransform(); | 
					
						
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										 |  |  | 	Vector2i get_range() { return range; } | 
					
						
							|  |  |  | 	void set_range(const Vector2i &p_range) { range = p_range; } | 
					
						
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										 |  |  | 	double get_elapsed_time() { return elapsed_time; } | 
					
						
							|  |  |  | 	void set_elapsed_time(double p_elapsed_time) { elapsed_time = p_elapsed_time; } | 
					
						
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										 |  |  | 	bool is_visible() { return visibility; } | 
					
						
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										 |  |  | 	void set_visibility(bool p_visibility) { visibility = p_visibility; } | 
					
						
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										 |  |  | 	bool is_outline() { return outline; } | 
					
						
							|  |  |  | 	void set_outline(bool p_outline) { outline = p_outline; } | 
					
						
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										 |  |  | 	Point2 get_offset() { return offset; } | 
					
						
							|  |  |  | 	void set_offset(Point2 p_offset) { offset = p_offset; } | 
					
						
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										 |  |  | 	Color get_color() { return color; } | 
					
						
							|  |  |  | 	void set_color(Color p_color) { color = p_color; } | 
					
						
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										 |  |  | 	uint32_t get_glyph_index() const { return glyph_index; }; | 
					
						
							|  |  |  | 	void set_glyph_index(uint32_t p_glyph_index) { glyph_index = p_glyph_index; }; | 
					
						
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							|  |  |  | 	uint16_t get_glyph_flags() const { return glyph_index; }; | 
					
						
							|  |  |  | 	void set_glyph_flags(uint16_t p_glyph_flags) { glyph_flags = p_glyph_flags; }; | 
					
						
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							|  |  |  | 	uint8_t get_glyph_count() const { return glyph_count; }; | 
					
						
							|  |  |  | 	void set_glyph_count(uint8_t p_glyph_count) { glyph_count = p_glyph_count; }; | 
					
						
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										 |  |  | 	RID get_font() const { return font; }; | 
					
						
							|  |  |  | 	void set_font(RID p_font) { font = p_font; }; | 
					
						
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										 |  |  | 	Dictionary get_environment() { return environment; } | 
					
						
							|  |  |  | 	void set_environment(Dictionary p_environment) { environment = p_environment; } | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | class RichTextEffect : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(RichTextEffect, Resource); | 
					
						
							|  |  |  | 	OBJ_SAVE_TYPE(RichTextEffect); | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | 	GDVIRTUAL1RC(bool, _process_custom_fx, Ref<CharFXTransform>) | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	Variant get_bbcode() const; | 
					
						
							|  |  |  | 	bool _process_effect_impl(Ref<class CharFXTransform> p_cfx); | 
					
						
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							|  |  |  | 	RichTextEffect(); | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | #endif // RICH_TEXT_EFFECT_H
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