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nixie_font.h
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nixie_font.h
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/**************************************************************************/
/* nixie_font.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. */
/**************************************************************************/
#ifndef GD_NIXIE_FONT_H
#define GD_NIXIE_FONT_H
#include "scene/2d/node_2d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/texture.h"
class NixieFont : public Node2D {
GDCLASS(NixieFont, Node2D);
public:
enum Align {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT,
AlignCount
};
private:
String draw_text;
Align align;
bool enable_animation;
int animation_speed;
int broken_tube_effect;
Ref<ImageTexture> _texture;
bool _dirty;
Size2 _char_size;
Ref<ArrayMesh> _mesh;
struct CharControl {
int age; // displaing age
uint8_t phase; // current step
uint8_t alt; // alternate char overlay
int alt_age; // next alternate char
};
PoolVector<CharControl> _control;
PoolVector<Rect2> _frames;
Size2 _text_rect_size;
int _visible_chars;
int _animation_delay;
void _push_texture(PoolVector2Array &array, const Rect2 &quad);
void _push_quad(PoolVector2Array &array, const Point2 &origin, const Size2 &size);
Size2 _calculate_text_rect(const String &s, int *visible_chars = 0) const;
void _update_animation();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
Rect2 _edit_get_rect() const;
bool _edit_use_rect() const;
#endif
String get_text();
void set_text(String p_text);
void set_align(Align p_align);
Align get_align() const;
bool get_enable_animation();
void set_enable_animation(bool p_state);
int get_animation_speed();
void set_animation_speed(int p_speed);
int get_broken_tube_effect();
void set_broken_tube_effect(int p_duration);
NixieFont();
~NixieFont();
};
VARIANT_ENUM_CAST(NixieFont::Align);
#endif // GD_NIXIE_FONT_H