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| TextObject (const std::string &name="") |
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virtual std::string | get_class_name () const override |
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virtual std::string | get_exposed_class_name () const override |
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virtual std::string | get_display_name () const override |
| | Returns the display name of the object, translated to the user's locale.
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| virtual GameObjectClasses | get_class_types () const override |
| | List notable classes in inheritance hierarchy of class. More...
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virtual const std::string | get_icon_path () const override |
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| virtual void | draw (DrawingContext &context) override |
| | The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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| virtual void | update (float dt_sec) override |
| | This function is called once per frame and allows the object to update it's state. More...
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| virtual bool | is_saveable () const override |
| | Indicates if the object will be saved. More...
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| void | set_text (const std::string &text) |
| | Sets the text string to be displayed. More...
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| void | set_font (const std::string &fontname) |
| | Sets the font of the text to be displayed. More...
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| void | fade_in (float fadetime) |
| | Fades in the specified text for the next ""fadetime"" seconds. More...
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| void | fade_out (float fadetime) |
| | Fades out the specified text for the next ""fadetime"" seconds. More...
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| void | grow_in (float fadetime) |
| | Grows in the specified text for the next ""fadetime"" seconds. More...
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| void | grow_out (float fadetime) |
| | Grows out the specified text for the next ""fadetime"" seconds. More...
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| void | set_visible (bool visible) |
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| void | set_centered (bool centered) |
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| void | set_pos (float x, float y) |
| | Sets the offset of the text, relative to the anchor point. More...
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float | get_x () const |
| | Returns the X offset of the text, relative to the anchor point.
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float | get_y () const |
| | Returns the Y offset of the text, relative to the anchor point.
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| void | set_anchor_point (int anchor) |
| | Sets the anchor point of the text. More...
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int | get_anchor_point () const |
| | Returns the current anchor point of the text (one of the ""ANCHOR_*"" constants; see ${SRG_REF_AnchorPoints}).
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| void | set_anchor_offset (float x, float y) |
| | Sets the anchor offset of the text. More...
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| float | get_wrap_width () const |
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| void | set_wrap_width (float width) |
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| void | set_front_fill_color (float red, float green, float blue, float alpha) |
| | Sets the front fill color of the text. More...
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| void | set_back_fill_color (float red, float green, float blue, float alpha) |
| | Sets the back fill color of the text. More...
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| void | set_text_color (float red, float green, float blue, float alpha) |
| | Sets the text color. More...
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| void | set_roundness (float roundness) |
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void | set_anchor_point (AnchorPoint anchor) |
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void | set_anchor_offset (const Vector &offset) |
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void | set_pos (const Vector &pos) |
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const Vector & | get_pos () const |
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| GameObject (const std::string &name) |
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| GameObject (const ReaderMapping &reader) |
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| virtual void | finish_construction () |
| | Called after all objects have been added to the Sector and the Sector is fully constructed. More...
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UID | get_uid () const |
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| virtual void | save (Writer &writer) |
| | This function saves the object. More...
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std::string | save () |
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virtual std::vector< std::string > | get_patches () const |
| | Version checking/updating, patch information.
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virtual void | update_version () |
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int | get_version () const |
| | Returns the current version of the object.
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int | get_latest_version () const |
| | Returns the latest version of the object.
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bool | is_up_to_date () const |
| | Checks whether the object's current version is equal to its latest one.
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virtual bool | is_singleton () const |
| | If true only a single object of this type is allowed in a given GameObjectManager.
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virtual bool | has_variable_size () const |
| | Does this object have variable size (secret area trigger, wind, etc.)
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| virtual bool | track_state () const |
| | Indicates if the object's state should be tracked. More...
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| virtual bool | has_object_manager_priority () const |
| | Indicates if the object should be added at the beginning of the object list. More...
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| virtual bool | has_settings () const |
| | Indicates if get_settings() is implemented. More...
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virtual ObjectSettings | get_settings () |
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| virtual GameObjectTypes | get_types () const |
| | Get all types of the object, if available. More...
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int | get_type () const |
| | Returns the type index of the object.
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virtual void | after_editor_set () |
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virtual void | on_flip (float height) |
| | When level is flipped vertically.
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virtual void | remove_me () |
| | schedules this object to be removed at the end of the frame
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bool | is_valid () const |
| | returns true if the object is not scheduled to be removed yet
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void | add_remove_listener (ObjectRemoveListener *listener) |
| | registers a remove listener which will be called if the object gets removed/destroyed
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void | del_remove_listener (ObjectRemoveListener *listener) |
| | unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
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void | set_name (const std::string &name) |
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const std::string & | get_name () const |
| | Returns the name of the object.
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virtual void | stop_looping_sounds () |
| | stops all looping sounds
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virtual void | play_looping_sounds () |
| | continues all looping sounds
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template<typename T > |
| T * | get_component () |
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void | add_component (std::unique_ptr< GameObjectComponent > component) |
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void | remove_component (GameObjectComponent *component) |
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| virtual void | save_state () |
| | Save/check the current state of the object. More...
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virtual void | check_state () |
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virtual void | editor_delete () |
| | The editor requested the deletion of the object.
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virtual void | editor_select () |
| | The user clicked on the object in the editor and selected it.
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virtual void | editor_deselect () |
| | The object got deselected.
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| virtual void | editor_update () |
| | Called each frame in the editor, used to keep linked objects together (e.g. More...
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GameObjectManager * | get_parent () const |
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A text object intended for scripts that want to tell a story.
A ""TextObject"" that was given a name can be controlled by scripts. A ""TextObject"" is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via ""sector.name"" from the console.