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Class RichText

The RichText Component.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _cacheMode

_cacheMode: CacheMode = CacheMode.NONE

Private _enabled

_enabled: boolean = true

Protected _font

_font: TTFFont | null = null

Protected _fontFamily

_fontFamily: string = "Arial"

Protected _fontSize

_fontSize: number = 40

Protected _handleTouchEvent

_handleTouchEvent: boolean = true

Protected _horizontalAlign

_horizontalAlign: HorizontalTextAlignment = HorizontalTextAlignment.LEFT

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _imageAtlas

_imageAtlas: SpriteAtlas | null = null

Protected _isSystemFontUsed

_isSystemFontUsed: boolean = true

Protected _labelHeight

_labelHeight: number = 0

Protected _labelSegmentsCache

_labelSegmentsCache: ISegment[] = []

Protected _labelWidth

_labelWidth: number = 0

Protected _lastParent

_lastParent: Node | null = null

Protected _layoutDirty

_layoutDirty: boolean = true

Protected _lineCount

_lineCount: number = 1

Protected _lineHeight

_lineHeight: number = 40

Protected _lineOffsetX

_lineOffsetX: number = 0

Protected _linesWidth

_linesWidth: number[] = []

Protected _maxWidth

_maxWidth: number = 0

Protected _name

_name: string

_objFlags

_objFlags: number

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _segments

_segments: ISegment[] = []

Protected _string

_string: string = "<color=#00ff00>Rich</color><color=#0fffff>Text</color>"

Protected _textArray

_textArray: IHtmlTextParserResultObj[] = []

Protected updateRichTextStatus

updateRichTextStatus: () => void

Type declaration

    • (): void
    • Returns void

Protected _userDefinedFont

_userDefinedFont: TTFFont | null = null

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

stencilStage

stencilStage: Stage = Stage.DISABLED

Static HorizontalAlign

HorizontalAlign: HorizontalTextAlignment = HorizontalTextAlignment

Static VerticalAlign

VerticalAlign: VerticalTextAlignment = VerticalTextAlignment

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

cacheMode

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

font

fontFamily

  • get fontFamily(): string
  • set fontFamily(value: string): void

fontSize

  • get fontSize(): number
  • set fontSize(value: number): void

handleTouchEvent

  • get handleTouchEvent(): boolean
  • set handleTouchEvent(value: boolean): void
  • Once checked, the RichText will block all input events (mouse and touch) within the bounding box of the node, preventing the input from penetrating into the underlying node.

    Returns boolean

  • Once checked, the RichText will block all input events (mouse and touch) within the bounding box of the node, preventing the input from penetrating into the underlying node.

    Parameters

    • value: boolean

    Returns void

horizontalAlign

imageAtlas

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

lineHeight

  • get lineHeight(): number
  • set lineHeight(value: number): void

maxWidth

  • get maxWidth(): number
  • set maxWidth(value: number): void

name

  • get name(): string
  • set name(value: string): void

string

  • get string(): string
  • set string(value: string): void

useSystemFont

  • get useSystemFont(): boolean
  • set useSystemFont(value: boolean): void

uuid

  • get uuid(): string

Methods

preload

  • __preload(): void

Protected activateChildren

  • activateChildren(active: any): void

Protected addEventListeners

  • _addEventListeners(): void

Protected addLabelSegment

  • addLabelSegment(stringToken: string, styleIndex: number): ISegment

Protected addRichTextImageElement

  • addRichTextImageElement(richTextElement: IHtmlTextParserResultObj): void

Protected applyLayer

  • _applyLayer(): void

Protected applyTextAttribute

  • applyTextAttribute(labelSeg: ISegment): void

Protected containsTouchLocation

  • containsTouchLocation(label: ISegment, point: Vec2): boolean

Protected convertLiteralColorValue

  • convertLiteralColorValue(color: string): Color

Protected createFontLabel

  • createFontLabel(str: string): ISegment

Protected createImage

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Protected getFirstWordLen

  • getFirstWordLen(text: string, startIndex: number, textLen: number): number

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

Protected isLastComponentCR

  • isLastComponentCR(stringToken: any): boolean

Protected measureText

  • measureText(styleIndex: number, string?: undefined | string): number | func

Protected needsUpdateTextLayout

  • needsUpdateTextLayout(newTextArray: IHtmlTextParserResultObj[]): boolean

onPreDestroy

  • _onPreDestroy(): void

Protected onTTFLoaded

  • _onTTFLoaded(): void

Protected onTouchEnded

Protected removeEventListeners

  • _removeEventListeners(): void

Protected resetState

  • _resetState(): void

Protected updateLabelSegmentTextAttributes

  • _updateLabelSegmentTextAttributes(): void

Protected updateLineInfo

  • _updateLineInfo(): void

Protected updateRichText

  • _updateRichText(): void

Protected updateRichTextPosition

  • _updateRichTextPosition(): void

Protected updateRichTextWithMaxWidth

  • updateRichTextWithMaxWidth(labelString: string, labelWidth: number, styleIndex: number): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

destroy

  • destroy(): boolean

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

postUpdateAssembler

  • postUpdateAssembler(render: Batcher2D): void
  • Post render data submission procedure, it's executed after assembler updated for all children. It may assemble some extra render data to the geometry buffers, or it may only change some render states. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

start

  • start(): void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

updateAssembler

  • updateAssembler(render: Batcher2D): void
  • Render data submission procedure, it update and assemble the render data to 2D data buffers before all children submission process. Usually called each frame when the ui flow assemble all render data to geometry buffers. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

Static deferredDestroy

  • _deferredDestroy(): void

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