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path: root/extension/src/openvic-extension/classes/GUITextLabel.hpp
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#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"

namespace OpenVic {
   class GUITextLabel : public godot::Control {
      GDCLASS(GUITextLabel, godot::Control)

      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:
      GUITextLabel();

      /* 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();
   };
}