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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			114 lines
		
	
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  rich_text_effect.cpp                                                 */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "rich_text_effect.h"
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#include "core/script_language.h"
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void RichTextEffect::_bind_methods() {
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	BIND_VMETHOD(MethodInfo(Variant::BOOL, "_process_custom_fx", PropertyInfo(Variant::OBJECT, "char_fx", PROPERTY_HINT_RESOURCE_TYPE, "CharFXTransform")));
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}
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Variant RichTextEffect::get_bbcode() const {
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	Variant r;
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	if (get_script_instance()) {
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		if (!get_script_instance()->get("bbcode", r)) {
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			String path = get_script_instance()->get_script()->get_path();
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			r = path.get_file().get_basename();
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		}
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	}
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	return r;
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}
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bool RichTextEffect::_process_effect_impl(Ref<CharFXTransform> p_cfx) {
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	bool return_value = false;
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	if (get_script_instance()) {
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		Variant v = get_script_instance()->call("_process_custom_fx", p_cfx);
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		if (v.get_type() != Variant::BOOL) {
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			return_value = false;
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		} else {
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			return_value = (bool)v;
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		}
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	}
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	return return_value;
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}
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RichTextEffect::RichTextEffect() {
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}
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void CharFXTransform::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("get_relative_index"), &CharFXTransform::get_relative_index);
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	ClassDB::bind_method(D_METHOD("set_relative_index", "index"), &CharFXTransform::set_relative_index);
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	ClassDB::bind_method(D_METHOD("get_absolute_index"), &CharFXTransform::get_absolute_index);
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	ClassDB::bind_method(D_METHOD("set_absolute_index", "index"), &CharFXTransform::set_absolute_index);
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	ClassDB::bind_method(D_METHOD("get_elapsed_time"), &CharFXTransform::get_elapsed_time);
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	ClassDB::bind_method(D_METHOD("set_elapsed_time", "time"), &CharFXTransform::set_elapsed_time);
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	ClassDB::bind_method(D_METHOD("is_visible"), &CharFXTransform::is_visible);
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	ClassDB::bind_method(D_METHOD("set_visibility", "visibility"), &CharFXTransform::set_visibility);
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	ClassDB::bind_method(D_METHOD("get_offset"), &CharFXTransform::get_offset);
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	ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CharFXTransform::set_offset);
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	ClassDB::bind_method(D_METHOD("get_color"), &CharFXTransform::get_color);
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	ClassDB::bind_method(D_METHOD("set_color", "color"), &CharFXTransform::set_color);
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	ClassDB::bind_method(D_METHOD("get_environment"), &CharFXTransform::get_environment);
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	ClassDB::bind_method(D_METHOD("set_environment", "environment"), &CharFXTransform::set_environment);
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	ClassDB::bind_method(D_METHOD("get_character"), &CharFXTransform::get_character);
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	ClassDB::bind_method(D_METHOD("set_character", "character"), &CharFXTransform::set_character);
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	ADD_PROPERTY(PropertyInfo(Variant::INT, "relative_index"), "set_relative_index", "get_relative_index");
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	ADD_PROPERTY(PropertyInfo(Variant::INT, "absolute_index"), "set_absolute_index", "get_absolute_index");
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	ADD_PROPERTY(PropertyInfo(Variant::REAL, "elapsed_time"), "set_elapsed_time", "get_elapsed_time");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visibility", "is_visible");
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	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "env"), "set_environment", "get_environment");
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	ADD_PROPERTY(PropertyInfo(Variant::INT, "character"), "set_character", "get_character");
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}
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CharFXTransform::CharFXTransform() {
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	relative_index = 0;
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	absolute_index = 0;
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	visibility = true;
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	offset = Point2();
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	color = Color();
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	character = 0;
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	elapsed_time = 0.0f;
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}
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CharFXTransform::~CharFXTransform() {
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	environment.clear();
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}
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