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#pragma once
#include <godot_cpp/classes/rich_text_label.hpp>
#include <openvic-simulation/interface/GUI.hpp>
namespace OpenVic {
class GUITextLabel : public godot::RichTextLabel {
GDCLASS(GUITextLabel, godot::RichTextLabel)
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(alignment);
real_t font_height;
GFX::Font::colour_codes_t const* colour_codes;
int32_t PROPERTY(max_lines);
bool update_queued;
protected:
static void _bind_methods();
void _notification(int what);
public:
GUITextLabel();
/* Reset gui_text to nullptr and reset current text. */
void clear();
/* Set the GUI::Text. */
godot::Error set_gui_text(GUI::Text const* new_gui_text);
/* Return the name of the GUI::Text, or an empty String if it's null. */
godot::String get_gui_text_name() const;
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();
/* Any text going over this number of lines will be trimmed and replaced with an ellipsis.
* Values less than 1 indicate no limit. Default value: 1. */
void set_max_lines(int32_t new_max_lines);
private:
godot::Error _update_font();
void _queue_update();
void _update_text();
void _generate_text(godot::String const& display_text, colour_instructions_t const& colour_instructions);
};
}
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