1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
#pragma once
#include <godot_cpp/classes/control.hpp>
#include <godot_cpp/classes/font.hpp>
#include <godot_cpp/classes/font_file.hpp>
#include <godot_cpp/classes/style_box_texture.hpp>
#include <openvic-simulation/interface/GUI.hpp>
#include "openvic-extension/classes/GFXSpriteTexture.hpp"
#include "openvic-extension/classes/GUIHasTooltip.hpp"
namespace OpenVic {
class GUILabel : public godot::Control {
GDCLASS(GUILabel, godot::Control)
GUI_TOOLTIP_DEFINITIONS
using colour_instructions_t = std::vector<std::pair<int64_t, char>>;
GUI::Text const* PROPERTY(gui_text);
godot::String PROPERTY(text);
godot::Dictionary PROPERTY(substitution_dict);
godot::HorizontalAlignment PROPERTY(horizontal_alignment);
godot::Size2 PROPERTY(max_size); // Actual max size is max_size - 2 * border_size
godot::Size2 PROPERTY(border_size); // The padding between the Nodes bounding box and the text within it
godot::Rect2 PROPERTY(adjusted_rect); // Offset + size after adjustment to fit content size
bool PROPERTY_CUSTOM_PREFIX(auto_adjust_to_content_size, will);
godot::Ref<godot::Font> font;
int32_t PROPERTY(font_size);
godot::Color PROPERTY(default_colour);
GFX::Font::colour_codes_t const* colour_codes;
godot::Ref<GFXSpriteTexture> currency_texture;
godot::Ref<godot::StyleBoxTexture> background;
struct string_segment_t {
godot::String text;
godot::Color colour;
real_t width;
};
using currency_segment_t = std::monostate;
using segment_t = std::variant<string_segment_t, currency_segment_t>;
struct line_t {
std::vector<segment_t> segments;
real_t width {};
};
std::vector<line_t> lines;
bool line_update_queued;
protected:
static void _bind_methods();
void _notification(int what);
public:
static godot::String const& get_colour_marker();
static godot::String const& get_currency_marker();
static godot::String const& get_substitution_marker();
GUILabel();
/* Reset gui_text to nullptr and reset current text. */
void clear();
/* Return the name of the GUI::Text, or an empty String if it's null. */
godot::String get_gui_text_name() const;
/* Set the GUI::Text. */
godot::Error set_gui_text(
GUI::Text const* new_gui_text, GFX::Font::colour_codes_t const* override_colour_codes = nullptr
);
void set_text(godot::String const& new_text);
void add_substitution(godot::String const& key, godot::String const& value);
void set_substitution_dict(godot::Dictionary const& new_substitution_dict);
void clear_substitutions();
void set_horizontal_alignment(godot::HorizontalAlignment new_horizontal_alignment);
void set_max_size(godot::Size2 new_max_size);
void set_border_size(godot::Size2 new_border_size);
void set_auto_adjust_to_content_size(bool new_auto_adjust_to_content_size);
godot::Ref<godot::Font> get_font() const;
void set_font(godot::Ref<godot::Font> const& new_font);
godot::Error set_font_file(godot::Ref<godot::FontFile> const& new_font_file);
godot::Error set_font_size(int32_t new_font_size);
void set_default_colour(godot::Color const& new_default_colour);
godot::Ref<GFXSpriteTexture> get_currency_texture() const;
godot::Ref<godot::StyleBoxTexture> get_background() const;
void set_background_texture(godot::Ref<godot::Texture2D> const& new_texture);
void set_background_stylebox(godot::Ref<godot::StyleBoxTexture> const& new_stylebox_texture);
private:
void update_stylebox_border_size();
real_t get_string_width(godot::String const& string) const;
real_t get_segment_width(segment_t const& segment) const;
void _queue_line_update();
void _update_lines();
godot::String generate_substituted_text(godot::String const& base_text) const;
std::pair<godot::String, colour_instructions_t> generate_display_text_and_colour_instructions(
godot::String const& substituted_text
) const;
std::vector<line_t> generate_lines_and_segments(
godot::String const& display_text, colour_instructions_t const& colour_instructions
) const;
void separate_lines(
godot::String const& string, godot::Color const& colour, std::vector<line_t>& lines
) const;
void separate_currency_segments(
godot::String const& string, godot::Color const& colour, line_t& line
) const;
std::vector<line_t> wrap_lines(std::vector<line_t>& unwrapped_lines) const;
void adjust_to_content_size();
};
}
|