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nvidia-rtx-godot / scene / resources / label_settings.h

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/**************************************************************************/
/*  label_settings.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#pragma once

#include "core/io/resource.h"
#include "scene/property_list_helper.h"
#include "scene/resources/font.h"

/*************************************************************************/

class LabelSettings : public Resource {
	GDCLASS(LabelSettings, Resource);

public:
	struct StackedOutlineData {
		int32_t size = 0;
		Color color;
	};
	struct StackedShadowData {
		Vector2i offset = Vector2i(1, 1);
		Color color;
		int32_t outline_size = 0;
	};

private:
	real_t line_spacing = 3;
	real_t paragraph_spacing = 0;

	Ref<Font> font;
	int font_size = Font::DEFAULT_FONT_SIZE;
	Color font_color = Color(1, 1, 1);

	int outline_size = 0;
	Color outline_color = Color(1, 1, 1);

	int shadow_size = 1;
	Color shadow_color = Color(0, 0, 0, 0);
	Vector2 shadow_offset = Vector2(1, 1);

	Vector<StackedOutlineData> stacked_outline_data;
	Vector<StackedShadowData> stacked_shadow_data;

	static inline PropertyListHelper stacked_outline_base_property_helper;
	static inline PropertyListHelper stacked_shadow_base_property_helper;
	PropertyListHelper stacked_outline_property_helper;
	PropertyListHelper stacked_shadow_property_helper;

	void _font_changed();

protected:
	static void _bind_methods();
	bool _set(const StringName &p_name, const Variant &p_value) {
		return stacked_outline_property_helper.property_set_value(p_name, p_value) || stacked_shadow_property_helper.property_set_value(p_name, p_value);
	}
	bool _get(const StringName &p_name, Variant &r_ret) const {
		return stacked_outline_property_helper.property_get_value(p_name, r_ret) || stacked_shadow_property_helper.property_get_value(p_name, r_ret);
	}
	void _get_property_list(List<PropertyInfo> *p_list) const {
		stacked_outline_property_helper.get_property_list(p_list);
		stacked_shadow_property_helper.get_property_list(p_list);
	}
	bool _property_can_revert(const StringName &p_name) const {
		return stacked_outline_property_helper.property_can_revert(p_name) || stacked_shadow_property_helper.property_can_revert(p_name);
	}
	bool _property_get_revert(const StringName &p_name, Variant &r_property) const {
		return stacked_outline_property_helper.property_get_revert(p_name, r_property) || stacked_shadow_property_helper.property_get_revert(p_name, r_property);
	}

public:
	void set_line_spacing(real_t p_spacing);
	real_t get_line_spacing() const;

	void set_paragraph_spacing(real_t p_spacing);
	real_t get_paragraph_spacing() const;

	void set_font(const Ref<Font> &p_font);
	Ref<Font> get_font() const;

	void set_font_size(int p_size);
	int get_font_size() const;

	void set_font_color(const Color &p_color);
	Color get_font_color() const;

	void set_outline_size(int p_size);
	int get_outline_size() const;

	void set_outline_color(const Color &p_color);
	Color get_outline_color() const;

	void set_shadow_size(int p_size);
	int get_shadow_size() const;

	void set_shadow_color(const Color &p_color);
	Color get_shadow_color() const;

	void set_shadow_offset(const Vector2 &p_offset);
	Vector2 get_shadow_offset() const;

	Vector<StackedOutlineData> get_stacked_outline_data() const;
	int get_stacked_outline_count() const;
	void set_stacked_outline_count(int p_count);
	void add_stacked_outline(int p_index = -1);
	void move_stacked_outline(int p_from_index, int p_to_position);
	void remove_stacked_outline(int p_index);
	void set_stacked_outline_size(int p_index, int p_size);
	int get_stacked_outline_size(int p_index) const;
	void set_stacked_outline_color(int p_index, const Color &p_color);
	Color get_stacked_outline_color(int p_index) const;

	Vector<StackedShadowData> get_stacked_shadow_data() const;
	int get_stacked_shadow_count() const;
	void set_stacked_shadow_count(int p_count);
	void add_stacked_shadow(int p_index = -1);
	void move_stacked_shadow(int p_from_index, int p_to_position);
	void remove_stacked_shadow(int p_index);
	void set_stacked_shadow_offset(int p_index, const Vector2 &p_offset);
	Vector2 get_stacked_shadow_offset(int p_index) const;
	void set_stacked_shadow_color(int p_index, const Color &p_color);
	Color get_stacked_shadow_color(int p_index) const;
	void set_stacked_shadow_outline_size(int p_index, int p_size);
	int get_stacked_shadow_outline_size(int p_index) const;

	LabelSettings() {
		stacked_outline_property_helper.setup_for_instance(stacked_outline_base_property_helper, this);
		stacked_shadow_property_helper.setup_for_instance(stacked_shadow_base_property_helper, this);
	}
};