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