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252 lines
6.3 KiB
Lua
252 lines
6.3 KiB
Lua
-- Copyright (c) 2022 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
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--- Druid Rich Text Custom Component.
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-- <b># Overview #</b>
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--
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-- This custom component is inspired by <a href="https://github.com/britzl/defold-richtext" target="_blank">defold-richtext</a> by britzl.
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-- It uses a similar syntax for tags but currently supports fewer tags.
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--
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-- All parameters for the Rich Text component are adjusted in the GUI scene.
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--
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-- This component uses GUI component template. (/druid/custom/rich_text/rich_text.gui).
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--
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-- You able to customize it or make your own with the next node scructure:
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--
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-- root
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--
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-- - text_prefab
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--
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-- - icon_prefab
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--
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-- <b># Rich Text Setup #</b>
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--
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-- • Root node size: Set the maximum width and height of the text.
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--
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-- • Root anchor: Define the alignment of the Rich Text inside the root node size area.
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--
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-- • Text prefab: Configure all default text parameters for the text node.
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--
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-- • Text prefab anchor: Set the anchor for each text node (adjust this only if animating text).
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--
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-- • Icon prefab: Configure all default node parameters for the icon node.
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--
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-- • Icon prefab anchor: Set the anchor for each icon node (adjust this only if animating the icon).
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--
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-- <b># Notes #</b>
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--
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-- • Nested tags are supported
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--
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-- <a href="https://insality.github.io/druid/druid/index.html?example=custom_rich_text" target="_blank"><b>Example Link</b></a>
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-- @usage
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-- local RichText = require("druid.custom.rich_text.rich_text")
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-- ...
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-- self.rich_text = self.druid:new(RichText, "rich_text")
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-- self.rich_text:set_text("Hello, Druid Rich Text!")
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-- @usage
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-- type druid.rich_text.word = {
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-- node: Node,
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-- relative_scale: number,
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-- color: vector4,
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-- position: vector3,
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-- offset: vector3,
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-- scale: vector3,
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-- size: vector3,
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-- metrics: druid.rich_text.metrics,
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-- pivot: Pivot,
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-- text: string,
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-- shadow: vector4,
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-- outline: vector4,
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-- font: string,
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-- image: druid.rich_text.image,
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-- default_animation: string,
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-- anchor: number,
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-- br: boolean,
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-- nobr: boolean,
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-- }
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--
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-- type druid.rich_text.word.image = {
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-- texture: string,
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-- anim: string,
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-- width: number,
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-- height: number,
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-- }
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--
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-- type druid.rich_text.lines_metrics = {
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-- text_width: number,
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-- text_height: number,
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-- lines: table<number, druid.rich_text.metrics>,
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-- }
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--
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-- type druid.rich_text.metrics = {
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-- width: number,
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-- height: number,
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-- offset_x: number|nil,
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-- offset_y: number|nil,
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-- node_size: vector3|nil @For images only,
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-- }
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-- @module RichText
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-- @within BaseComponent
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-- @alias druid.rich_text
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--- The component druid instance
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-- @tfield DruidInstance druid @{DruidInstance}
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local component = require("druid.component")
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local rich_text = require("druid.custom.rich_text.module.rt")
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local RichText = component.create("rich_text")
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local SCHEME = {
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ROOT = "root",
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TEXT_PREFAB = "text_prefab",
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ICON_PREFAB = "icon_prefab"
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}
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--- Rich Text component constructor
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-- @tparam RichText self @{RichText}
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-- @tparam string template The Rich Text template name
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-- @tparam table nodes The node table, if prefab was copied by gui.clone_tree()
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function RichText.init(self, template, nodes)
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self:set_template(template)
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self:set_nodes(nodes)
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self.root = self:get_node(SCHEME.ROOT)
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self.druid = self:get_druid()
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self.text_prefab = self:get_node(SCHEME.TEXT_PREFAB)
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self.icon_prefab = self:get_node(SCHEME.ICON_PREFAB)
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gui.set_enabled(self.text_prefab, false)
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gui.set_enabled(self.icon_prefab, false)
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self._settings = self:_create_settings()
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end
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--- Set text for Rich Text
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-- @tparam RichText self @{RichText}
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-- @tparam string text The text to set
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-- @treturn druid.rich_text.word[] words
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-- @treturn druid.rich_text.lines_metrics line_metrics
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-- @usage
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-- • color: Change text color
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--
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-- <color=red>Foobar</color>
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-- <color=1.0,0,0,1.0>Foobar</color>
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-- <color=#ff0000>Foobar</color>
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-- <color=#ff0000ff>Foobar</color>
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--
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-- • shadow: Change text shadow
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--
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-- <shadow=red>Foobar</shadow>
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-- <shadow=1.0,0,0,1.0>Foobar</shadow>
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-- <shadow=#ff0000>Foobar</shadow>
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-- <shadow=#ff0000ff>Foobar</shadow>
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--
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-- • outline: Change text shadow
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--
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-- <outline=red>Foobar</outline>
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-- <outline=1.0,0,0,1.0>Foobar</outline>
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-- <outline=#ff0000>Foobar</outline>
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-- <outline=#ff0000ff>Foobar</outline>
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--
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-- • font: Change font
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--
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-- <font=MyCoolFont>Foobar</font>
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--
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-- • size: Change text size, relative to default size
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--
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-- <size=2>Twice as large</size>
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--
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-- • br: Insert a line break
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--
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-- <br/>
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--
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-- • nobr: Prevent the text from breaking
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--
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-- Words <nobr>inside tag</nobr> won't break
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--
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-- • img: Display image
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--
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-- <img=texture:image/>
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-- <img=texture:image,size/>
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-- <img=texture:image,width,height/>
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function RichText.set_text(self, text)
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self:clean()
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local words, settings, line_metrics = rich_text.create(text, self._settings)
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line_metrics = rich_text.adjust_to_area(words, settings, line_metrics)
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self._words = words
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self._line_metrics = line_metrics
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return words, line_metrics
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end
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function RichText:on_remove()
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self:clean()
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end
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--- Get all words, which has a passed tag
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-- @tparam string tag
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-- @treturn table Words
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function RichText:tagged(tag)
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if not self._words then
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return
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end
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return rich_text.tagged(self._words, tag)
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end
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--- Get all current words.
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-- @treturn table Words
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function RichText:get_words()
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return self._words
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end
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function RichText:_create_settings()
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local root_size = gui.get_size(self.root)
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return {
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-- General settings
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-- Adjust scale using to fit the text to the root node area
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adjust_scale = 1,
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parent = self.root,
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width = root_size.x,
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height = root_size.y,
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combine_words = false,
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text_prefab = self.text_prefab,
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node_prefab = self.icon_prefab,
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-- Text Settings
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shadow = gui.get_shadow(self.text_prefab),
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outline = gui.get_outline(self.text_prefab),
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text_scale = gui.get_scale(self.text_prefab),
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text_leading = gui.get_leading(self.text_prefab),
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is_multiline = gui.get_line_break(self.text_prefab),
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-- Image settings
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image_pixel_grid_snap = false,
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node_scale = gui.get_scale(self.icon_prefab),
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image_scale = gui.get_scale(self.icon_prefab),
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default_animation = gui.get_flipbook(self.icon_prefab),
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}
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end
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--- Clear all created words.
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function RichText:clean()
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if self._words then
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rich_text.remove(self._words)
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self._words = nil
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end
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end
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return RichText
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