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