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- .. _doc_bbcode_in_richtextlabel:
- BBCode in RichTextLabel
- =======================
- Introduction
- ------------
- Label nodes are great for displaying basic text but they have limits. If you want
- to change the color of the text, or its alignment, that change affects all of the
- text in the Label node. You can't have only one part of the text be one color, or
- only one part of the text be centered. To get around this limitation you would use
- a :ref:`class_RichTextLabel`.
- :ref:`class_RichTextLabel` allows the display of complex text markup in a Control.
- It has a built-in API for generating the markup, but can also parse a BBCode.
- Note that the BBCode tags can also be used, to some extent, in the
- :ref:`XML source of the class reference <doc_updating_the_class_reference>`.
- Using BBCode
- ------------
- For uniformly formatted text you can write in the "Text" property, but if you want
- to use BBCode markup you should use the "Text" property in the "Bb Code" section
- instead (``bbcode_text``). Writing to this property will trigger the parsing of your
- markup to format the text as requested. Before this happens, you need to toggle the
- "Enabled" checkbox in the "Bb Code" section (``bbcode_enabled``).
- .. image:: img/bbcodeText.png
- For example, ``BBCode [color=blue]blue[/color]`` would render the word "blue" with
- a blue color.
- .. image:: img/bbcodeDemo.png
- You'll notice that after writing in the BBCode "Text" property the regular "Text"
- property now has the text without the BBCode. While the text property will be updated
- by the BBCode property, you can't edit the text property or you'll lose the BBCode
- markup. All changes to the text must be done in the BBCode parameter.
- .. note::
- For BBCode tags such as ``[b]`` (bold) or ``[i]`` (italics) to work you must
- set up custom fonts for the RichTextLabel node first.
- Reference
- ---------
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | Command | Tag | Description |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **bold** | ``[b]{text}[/b]`` | Makes {text} bold. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **italics** | ``[i]{text}[/i]`` | Makes {text} italics. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **underline** | ``[u]{text}[/u]`` | Makes {text} underline. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **strikethrough** | ``[s]{text}[/s]`` | Makes {text} strikethrough. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **code** | ``[code]{text}[/code]`` | Makes {text} monospace. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **center** | ``[center]{text}[/center]`` | Makes {text} centered. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **right** | ``[right]{text}[/right]`` | Makes {text} right-aligned. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **fill** | ``[fill]{text}[/fill]`` | Makes {text} fill width. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **indent** | ``[indent]{text}[/indent]`` | Increase indent level of {text}. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **url** | ``[url]{url}[/url]`` | Show {url} as such. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **url (ref)** | ``[url=<url>]{text}[/url]`` | Makes {text} reference <url>. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **image** | ``[img]{path}[/img]`` | Insert image at resource {path}. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **resized image** | ``[img=<width>]{path}[/img]`` | Insert image at resource {path} using <width> (keeps ratio). |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **resized image** | ``[img=<width>x<height>]{path}[/img]`` | Insert image at resource {path} using <width> & <height>. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **font** | ``[font=<path>]{text}[/font]`` | Use custom font at <path> for {text}. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- | **color** | ``[color=<code/name>]{text}[/color]`` | Change {text} color; use name or # format, such as #ff00ff. |
- +-------------------+--------------------------------------------+--------------------------------------------------------------+
- Built-in color names
- ~~~~~~~~~~~~~~~~~~~~
- List of valid color names for the [color=<name>] tag:
- - aqua
- - black
- - blue
- - fuchsia
- - gray
- - green
- - lime
- - maroon
- - navy
- - purple
- - red
- - silver
- - teal
- - white
- - yellow
- Hexadecimal color codes
- ~~~~~~~~~~~~~~~~~~~~~~~
- For opaque RGB colors, any valid 6-digit hexadecimal code is supported, e.g. ``[color=#ffffff]white[/color]``.
- For transparent RGB colors, any 8-digit hexadecimal code can be used, e.g. ``[color=#88ffffff]translucent white[/color]``.
- In this case, note that the alpha channel is the **first** component of the color code, not the last one.
- Image vertical offset
- ~~~~~~~~~~~~~~~~~~~~~
- You use a custom font for your image in order to align it vertically.
- 1. Create a ``BitmapFont`` resource
- 2. Set this bitmap font with a positive value for the ``ascent`` property, that's your height offset
- 3. Set the BBCode tag this way: ``[font=<font-path>][img]{image-path}[/img][/font]``
- Animation effects
- -----------------
- BBCode can also be used to create different text animation effects. Five customizable
- effects are provided out of the box, and you can easily create your own.
- Wave
- ~~~~
- .. image:: img/wave.png
- Wave makes the text go up and down. Its tag format is ``[wave amp=50 freq=2][/wave]``.
- ``amp`` controls how high and low the effect goes, and ``freq`` controls how fast the
- text goes up and down.
- Tornado
- ~~~~~~~
- .. image:: img/tornado.png
- Tornao makes the text move around in a circle. Its tag format is
- ``[tornado radius=5 freq=2][/tornado]``.
- ``radius`` is the radius of the circle that controls the offset, ``freq`` is how
- fast the text moves in a circle.
- Shake
- ~~~~~
- .. image:: img/shake.png
- Shake makes the text shake. Its tag format is ``[shake rate=5 level=10][/shake]``.
- ``rate`` controls how fast the text shakes, ``level`` controls how far the text is
- offset from the origin.
- Fade
- ~~~~
- .. image:: img/fade.png
- Fade creates a fade effect over the text that is not animated. Its tag format is
- ``[fade start=4 length=14][/fade]``.
- ``start`` controls the starting position of the falloff relative to where the fade
- command is inserted, ``length`` controls over how many characters should the fade
- out take place.
- Rainbow
- ~~~~~~~
- .. image:: img/rainbow.png
- Rainbow gives the text a rainbow color that changes over time. Its tag format is
- ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``.
- ``freq`` is the number of full rainbow cycles per second, ``sat`` is the saturation
- of the rainbow, ``val`` is the value of the rainbow.
- Custom BBCode tags and text effects
- -----------------------------------
- You can extend the :ref:`class_RichTextEffect` resource type to create your own custom
- BBCode tags. You begin by extending the :ref:`class_RichTextEffect` resource type. Add
- the ``tool`` prefix to your GDScript file if you wish to have these custom effects run
- within the editor itself. The RichTextLabel does not need to have a script attached,
- nor does it need to be running in ``tool`` mode.
- There is only one function that you need to extend: ``_process_custom_fx(char_fx)``.
- Optionally, you can also provide a custom BBCode identifier simply by adding a member
- name ``bbcode``. The code will check the ``bbcode`` property automatically or will
- use the name of the file to determine what the BBCode tag should be.
- ``_process_custom_fx``
- ~~~~~~~~~~~~~~~~~~~~~~
- This is where the logic of each effect takes place and is called once per character
- during the draw phase of text rendering. This passes in a :ref:`class_CharFXTransform`
- object, which holds a few variables to control how the associated character is rendered:
- - ``identity`` specifies which custom effect is being processed. You should use that for
- code flow control.
- - ``relative_index`` tells you how far into a given custom effect block you are in as an
- index.
- - ``absolute_index`` tells you how far into the entire text you are as an index.
- - ``elapsed_time`` is the total amount of time the text effect has been running.
- - ``visible`` will tell you whether the character is visible or not and will also allow you
- to hide a given portion of text.
- - ``offset`` is an offset position relative to where the given character should render under
- normal circumstances.
- - ``color`` is the color of a given character.
- - Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a given custom
- effect. You can use :ref:`get() <class_Dictionary_method_get>` with an optional default value
- to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
- color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
- parameters in its ` `env`` Dictionary. See below for more usage examples.
- The last thing to note about this function is that it is necessary to return a boolean
- ``true`` value to verify that the effect processed correctly. This way, if there's a problem
- with rendering a given character, it will back out of rendering custom effects entirely until
- the user fixes whatever error cropped up in their custom effect logic.
- Here are some examples of custom effects:
- Ghost
- ~~~~~
- ::
- tool
- extends RichTextEffect
- # Syntax: [ghost freq=5.0 span=10.0][/ghost]
- # Define the tag name.
- var bbcode = "ghost"
- func _process_custom_fx(char_fx):
- # Get parameters, or use the provided default value if missing.
- var speed = char_fx.env.get("freq", 5.0)
- var span = char_fx.env.get("span", 10.0)
- var alpha = sin(char_fx.elapsed_time * speed + (char_fx.absolute_index / span)) * 0.5 + 0.5
- char_fx.color.a = alpha
- return true
- Pulse
- ~~~~~
- ::
- tool
- extends RichTextEffect
- # Syntax: [pulse color=#00FFAA height=0.0 freq=2.0][/pulse]
- # Define the tag name.
- var bbcode = "pulse"
- func _process_custom_fx(char_fx):
- # Get parameters, or use the provided default value if missing.
- var color = char_fx.env.get("color", char_fx.color)
- var height = char_fx.env.get("height", 0.0)
- var freq = char_fx.env.get("freq", 2.0)
- var sined_time = (sin(char_fx.elapsed_time * freq) + 1.0) / 2.0
- var y_off = sined_time * height
- color.a = 1.0
- char_fx.color = char_fx.color.linear_interpolate(color, sined_time)
- char_fx.offset = Vector2(0, -1) * y_off
- return true
- Matrix
- ~~~~~~
- ::
- tool
- extends RichTextEffect
- # Syntax: [matrix clean=2.0 dirty=1.0 span=50][/matrix]
- # Define the tag name.
- var bbcode = "matrix"
- func _process_custom_fx(char_fx):
- # Get parameters, or use the provided default value if missing.
- var clear_time = char_fx.env.get("clean", 2.0)
- var dirty_time = char_fx.env.get("dirty", 1.0)
- var text_span = char_fx.env.get("span", 50)
-
- var value = char_fx.character
-
- var matrix_time = fmod(char_fx.elapsed_time + (char_fx.absolute_index / float(text_span)), \
- clear_time + dirty_time)
-
- matrix_time = 0.0 if matrix_time < clear_time else \
- (matrix_time - clear_time) / dirty_time
- if value >= 65 && value < 126 && matrix_time > 0.0:
- value -= 65
- value = value + int(1 * matrix_time * (126 - 65))
- value %= (126 - 65)
- value += 65
- char_fx.character = value
- return true
- This will add a few new BBCode commands, which can be used like so:
- ::
- [center][ghost]This is a custom [matrix]effect[/matrix][/ghost] made in
- [pulse freq=5.0 height=2.0][pulse color=#00FFAA freq=2.0]GDScript[/pulse][/pulse].[/center]
|