2020-01-03 20:05:16 +01:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
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#define __I_GUI_STATIC_TEXT_H_INCLUDED__
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#include "IGUIElement.h"
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#include "SColor.h"
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namespace irr
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{
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namespace gui
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{
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class IGUIFont;
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//! Multi or single line text label.
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class IGUIStaticText : public IGUIElement
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{
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public:
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//! constructor
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IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
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: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
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//! Sets another skin independent font.
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/** If this is set to zero, the button uses the font of the skin.
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\param font: New font to set. */
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virtual void setOverrideFont(IGUIFont* font=0) = 0;
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//! Gets the override font (if any)
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/** \return The override font (may be 0) */
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virtual IGUIFont* getOverrideFont(void) const = 0;
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//! Get the font which is used right now for drawing
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/** Currently this is the override font when one is set and the
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font of the active skin otherwise */
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virtual IGUIFont* getActiveFont() const = 0;
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//! Sets another color for the text.
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/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
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in the skin, but the set color instead. You don't need to call
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IGUIStaticText::enableOverrrideColor(true) after this, this is done
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by this function.
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If you set a color, and you want the text displayed with the color
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of the skin again, call IGUIStaticText::enableOverrideColor(false);
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\param color: New color of the text. */
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virtual void setOverrideColor(video::SColor color) = 0;
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//! Gets the override color
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/** \return: The override color */
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virtual video::SColor getOverrideColor(void) const = 0;
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2020-12-19 16:03:11 +01:00
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//! Gets the currently used text color
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/** Either a skin-color for the current state or the override color */
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virtual video::SColor getActiveColor() const = 0;
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2020-01-03 20:05:16 +01:00
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//! Sets if the static text should use the override color or the color in the gui skin.
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/** \param enable: If set to true, the override color, which can be set
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with IGUIStaticText::setOverrideColor is used, otherwise the
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EGDC_BUTTON_TEXT color of the skin. */
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virtual void enableOverrideColor(bool enable) = 0;
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//! Checks if an override color is enabled
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/** \return true if the override color is enabled, false otherwise */
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virtual bool isOverrideColorEnabled(void) const = 0;
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//! Sets another color for the background.
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virtual void setBackgroundColor(video::SColor color) = 0;
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//! Sets whether to draw the background
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virtual void setDrawBackground(bool draw) = 0;
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//! Checks if background drawing is enabled
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/** \return true if background drawing is enabled, false otherwise */
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virtual bool isDrawBackgroundEnabled() const = 0;
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//! Gets the background color
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/** \return: The background color */
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virtual video::SColor getBackgroundColor() const = 0;
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//! Sets whether to draw the border
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virtual void setDrawBorder(bool draw) = 0;
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//! Checks if border drawing is enabled
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/** \return true if border drawing is enabled, false otherwise */
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virtual bool isDrawBorderEnabled() const = 0;
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//! Sets text justification mode
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/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
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EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
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2020-09-29 22:22:28 +02:00
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\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
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EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
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2020-01-03 20:05:16 +01:00
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virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
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//! Enables or disables word wrap for using the static text as multiline text control.
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/** \param enable: If set to true, words going over one line are
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broken on to the next line. */
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virtual void setWordWrap(bool enable) = 0;
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//! Checks if word wrap is enabled
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/** \return true if word wrap is enabled, false otherwise */
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virtual bool isWordWrapEnabled(void) const = 0;
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//! Returns the height of the text in pixels when it is drawn.
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/** This is useful for adjusting the layout of gui elements based on the height
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of the multiline text in this element.
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\return Height of text in pixels. */
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virtual s32 getTextHeight() const = 0;
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//! Returns the width of the current text, in the current font
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/** If the text is broken, this returns the width of the widest line
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\return The width of the text, or the widest broken line. */
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virtual s32 getTextWidth(void) const = 0;
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//! Set whether the text in this label should be clipped if it goes outside bounds
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virtual void setTextRestrainedInside(bool restrainedInside) = 0;
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//! Checks if the text in this label should be clipped if it goes outside bounds
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virtual bool isTextRestrainedInside() const = 0;
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//! Set whether the string should be interpreted as right-to-left (RTL) text
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/** \note This component does not implement the Unicode bidi standard, the
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text of the component should be already RTL if you call this. The
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main difference when RTL is enabled is that the linebreaks for multiline
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elements are performed starting from the end.
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*/
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virtual void setRightToLeft(bool rtl) = 0;
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//! Checks whether the text in this element should be interpreted as right-to-left
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virtual bool isRightToLeft() const = 0;
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};
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} // end namespace gui
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} // end namespace irr
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#endif
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