bbcode_in_richtextlabel.rst 15 KB

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  1. .. _doc_bbcode_in_richtextlabel:
  2. BBCode in RichTextLabel
  3. =======================
  4. Introduction
  5. ------------
  6. Label nodes are great for displaying basic text, but they have limits. If you want
  7. to change the color of the text, or its alignment, that change affects all of the
  8. text in the Label node. You can't have only one part of the text be one color, or
  9. only one part of the text be centered. To get around this limitation you would use
  10. a :ref:`class_RichTextLabel`.
  11. :ref:`class_RichTextLabel` allows the display of complex text markup in a Control.
  12. It has a built-in API for generating the markup, but can also parse a BBCode.
  13. Note that the BBCode tags can also be used, to some extent, in the
  14. :ref:`XML source of the class reference <doc_updating_the_class_reference>`.
  15. Using BBCode
  16. ------------
  17. For uniformly formatted text you can write in the "Text" property, but if you want
  18. to use BBCode markup you should use the "Text" property in the "Bb Code" section
  19. instead (``bbcode_text``). Writing to this property will trigger the parsing of your
  20. markup to format the text as requested. Before this happens, you need to toggle the
  21. "Enabled" checkbox in the "Bb Code" section (``bbcode_enabled``).
  22. .. image:: img/bbcodeText.png
  23. For example, ``BBCode [color=blue]blue[/color]`` would render the word "blue" with
  24. a blue color.
  25. .. image:: img/bbcodeDemo.png
  26. You'll notice that after writing in the BBCode "Text" property the regular "Text"
  27. property now has the text without the BBCode. While the text property will be updated
  28. by the BBCode property, you can't edit the text property or you'll lose the BBCode
  29. markup. All changes to the text must be done in the BBCode parameter.
  30. .. note::
  31. For BBCode tags such as ``[b]`` (bold), ``[i]`` (italics) or ``[code]`` to
  32. work, you must set up custom fonts for the RichTextLabel node first.
  33. There are no BBCode tags to control vertical centering of text yet.
  34. Reference
  35. ---------
  36. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  37. | Command | Tag | Description |
  38. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  39. | **bold** | ``[b]{text}[/b]`` | Makes {text} bold. |
  40. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  41. | **italics** | ``[i]{text}[/i]`` | Makes {text} italics. |
  42. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  43. | **underline** | ``[u]{text}[/u]`` | Makes {text} underline. |
  44. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  45. | **strikethrough** | ``[s]{text}[/s]`` | Makes {text} strikethrough. |
  46. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  47. | **code** | ``[code]{text}[/code]`` | Makes {text} use the code font (which is typically monospace). |
  48. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  49. | **center** | ``[center]{text}[/center]`` | Makes {text} horizontally centered. |
  50. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  51. | **right** | ``[right]{text}[/right]`` | Makes {text} horizontally right-aligned. |
  52. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  53. | **fill** | ``[fill]{text}[/fill]`` | Makes {text} fill the RichTextLabel's width. |
  54. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  55. | **indent** | ``[indent]{text}[/indent]`` | Increase the indentation level of {text}. |
  56. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  57. | **url** | ``[url]{url}[/url]`` | Show {url} as such, underline it and make it clickable. |
  58. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  59. | **url (ref)** | ``[url=<url>]{text}[/url]`` | Makes {text} reference <url> (underlined and clickable). |
  60. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  61. | **image** | ``[img]{path}[/img]`` | Insert image at resource {path}. |
  62. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  63. | **resized image** | ``[img=<width>]{path}[/img]`` | Insert image at resource {path} using <width> (keeps ratio). |
  64. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  65. | **resized image** | ``[img=<width>x<height>]{path}[/img]`` | Insert image at resource {path} using <width>×<height>. |
  66. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  67. | **font** | ``[font=<path>]{text}[/font]`` | Use custom font at <path> for {text}. |
  68. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  69. | **color** | ``[color=<code/name>]{text}[/color]`` | Change {text} color; use name or # format, such as ``#ff00ff``. |
  70. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  71. | **table** | ``[table=<number>]{cells}[/table]`` | Creates a table with <number> of columns. |
  72. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  73. | **cell** | ``[cell]{text}[/cell]`` | Adds cells with the {text} to the table. |
  74. +-------------------+--------------------------------------------+-----------------------------------------------------------------+
  75. Built-in color names
  76. ~~~~~~~~~~~~~~~~~~~~
  77. List of valid color names for the [color=<name>] tag:
  78. - aqua
  79. - black
  80. - blue
  81. - fuchsia
  82. - gray
  83. - green
  84. - lime
  85. - maroon
  86. - navy
  87. - purple
  88. - red
  89. - silver
  90. - teal
  91. - white
  92. - yellow
  93. Hexadecimal color codes
  94. ~~~~~~~~~~~~~~~~~~~~~~~
  95. For opaque RGB colors, any valid 6-digit hexadecimal code is supported, e.g. ``[color=#ffffff]white[/color]``.
  96. For transparent RGB colors, any 8-digit hexadecimal code can be used, e.g. ``[color=#88ffffff]translucent white[/color]``.
  97. In this case, note that the alpha channel is the **first** component of the color code, not the last one.
  98. Image vertical offset
  99. ~~~~~~~~~~~~~~~~~~~~~
  100. You use a custom font for your image in order to align it vertically.
  101. 1. Create a ``BitmapFont`` resource
  102. 2. Set this bitmap font with a positive value for the ``ascent`` property, that's your height offset
  103. 3. Set the BBCode tag this way: ``[font=<font-path>][img]{image-path}[/img][/font]``
  104. Animation effects
  105. -----------------
  106. BBCode can also be used to create different text animation effects. Five customizable
  107. effects are provided out of the box, and you can easily create your own.
  108. Wave
  109. ~~~~
  110. .. image:: img/wave.png
  111. Wave makes the text go up and down. Its tag format is ``[wave amp=50 freq=2][/wave]``.
  112. ``amp`` controls how high and low the effect goes, and ``freq`` controls how fast the
  113. text goes up and down.
  114. Tornado
  115. ~~~~~~~
  116. .. image:: img/tornado.png
  117. Tornao makes the text move around in a circle. Its tag format is
  118. ``[tornado radius=5 freq=2][/tornado]``.
  119. ``radius`` is the radius of the circle that controls the offset, ``freq`` is how
  120. fast the text moves in a circle.
  121. Shake
  122. ~~~~~
  123. .. image:: img/shake.png
  124. Shake makes the text shake. Its tag format is ``[shake rate=5 level=10][/shake]``.
  125. ``rate`` controls how fast the text shakes, ``level`` controls how far the text is
  126. offset from the origin.
  127. Fade
  128. ~~~~
  129. .. image:: img/fade.png
  130. Fade creates a fade effect over the text that is not animated. Its tag format is
  131. ``[fade start=4 length=14][/fade]``.
  132. ``start`` controls the starting position of the falloff relative to where the fade
  133. command is inserted, ``length`` controls over how many characters should the fade
  134. out take place.
  135. Rainbow
  136. ~~~~~~~
  137. .. image:: img/rainbow.png
  138. Rainbow gives the text a rainbow color that changes over time. Its tag format is
  139. ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``.
  140. ``freq`` is the number of full rainbow cycles per second, ``sat`` is the saturation
  141. of the rainbow, ``val`` is the value of the rainbow.
  142. Custom BBCode tags and text effects
  143. -----------------------------------
  144. You can extend the :ref:`class_RichTextEffect` resource type to create your own custom
  145. BBCode tags. You begin by extending the :ref:`class_RichTextEffect` resource type. Add
  146. the ``tool`` prefix to your GDScript file if you wish to have these custom effects run
  147. within the editor itself. The RichTextLabel does not need to have a script attached,
  148. nor does it need to be running in ``tool`` mode.
  149. There is only one function that you need to extend: ``_process_custom_fx(char_fx)``.
  150. Optionally, you can also provide a custom BBCode identifier simply by adding a member
  151. name ``bbcode``. The code will check the ``bbcode`` property automatically or will
  152. use the name of the file to determine what the BBCode tag should be.
  153. ``_process_custom_fx``
  154. ~~~~~~~~~~~~~~~~~~~~~~
  155. This is where the logic of each effect takes place and is called once per character
  156. during the draw phase of text rendering. This passes in a :ref:`class_CharFXTransform`
  157. object, which holds a few variables to control how the associated character is rendered:
  158. - ``identity`` specifies which custom effect is being processed. You should use that for
  159. code flow control.
  160. - ``relative_index`` tells you how far into a given custom effect block you are in as an
  161. index.
  162. - ``absolute_index`` tells you how far into the entire text you are as an index.
  163. - ``elapsed_time`` is the total amount of time the text effect has been running.
  164. - ``visible`` will tell you whether the character is visible or not and will also allow you
  165. to hide a given portion of text.
  166. - ``offset`` is an offset position relative to where the given character should render under
  167. normal circumstances.
  168. - ``color`` is the color of a given character.
  169. - Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a given custom
  170. effect. You can use :ref:`get() <class_Dictionary_method_get>` with an optional default value
  171. to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
  172. color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
  173. parameters in its ` `env`` Dictionary. See below for more usage examples.
  174. The last thing to note about this function is that it is necessary to return a boolean
  175. ``true`` value to verify that the effect processed correctly. This way, if there's a problem
  176. with rendering a given character, it will back out of rendering custom effects entirely until
  177. the user fixes whatever error cropped up in their custom effect logic.
  178. Here are some examples of custom effects:
  179. Ghost
  180. ~~~~~
  181. ::
  182. tool
  183. extends RichTextEffect
  184. class_name RichTextGhost
  185. # Syntax: [ghost freq=5.0 span=10.0][/ghost]
  186. # Define the tag name.
  187. var bbcode = "ghost"
  188. func _process_custom_fx(char_fx):
  189. # Get parameters, or use the provided default value if missing.
  190. var speed = char_fx.env.get("freq", 5.0)
  191. var span = char_fx.env.get("span", 10.0)
  192. var alpha = sin(char_fx.elapsed_time * speed + (char_fx.absolute_index / span)) * 0.5 + 0.5
  193. char_fx.color.a = alpha
  194. return true
  195. Pulse
  196. ~~~~~
  197. ::
  198. tool
  199. extends RichTextEffect
  200. class_name RichTextPulse
  201. # Syntax: [pulse color=#00FFAA height=0.0 freq=2.0][/pulse]
  202. # Define the tag name.
  203. var bbcode = "pulse"
  204. func _process_custom_fx(char_fx):
  205. # Get parameters, or use the provided default value if missing.
  206. var color = char_fx.env.get("color", char_fx.color)
  207. var height = char_fx.env.get("height", 0.0)
  208. var freq = char_fx.env.get("freq", 2.0)
  209. var sined_time = (sin(char_fx.elapsed_time * freq) + 1.0) / 2.0
  210. var y_off = sined_time * height
  211. color.a = 1.0
  212. char_fx.color = char_fx.color.linear_interpolate(color, sined_time)
  213. char_fx.offset = Vector2(0, -1) * y_off
  214. return true
  215. Matrix
  216. ~~~~~~
  217. ::
  218. tool
  219. extends RichTextEffect
  220. class_name RichTextMatrix
  221. # Syntax: [matrix clean=2.0 dirty=1.0 span=50][/matrix]
  222. # Define the tag name.
  223. var bbcode = "matrix"
  224. func _process_custom_fx(char_fx):
  225. # Get parameters, or use the provided default value if missing.
  226. var clear_time = char_fx.env.get("clean", 2.0)
  227. var dirty_time = char_fx.env.get("dirty", 1.0)
  228. var text_span = char_fx.env.get("span", 50)
  229. var value = char_fx.character
  230. var matrix_time = fmod(char_fx.elapsed_time + (char_fx.absolute_index / float(text_span)), \
  231. clear_time + dirty_time)
  232. matrix_time = 0.0 if matrix_time < clear_time else \
  233. (matrix_time - clear_time) / dirty_time
  234. if value >= 65 && value < 126 && matrix_time > 0.0:
  235. value -= 65
  236. value = value + int(1 * matrix_time * (126 - 65))
  237. value %= (126 - 65)
  238. value += 65
  239. char_fx.character = value
  240. return true
  241. This will add a few new BBCode commands, which can be used like so:
  242. ::
  243. [center][ghost]This is a custom [matrix]effect[/matrix][/ghost] made in
  244. [pulse freq=5.0 height=2.0][pulse color=#00FFAA freq=2.0]GDScript[/pulse][/pulse].[/center]