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supertux
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A text array object intended for narration. More...
#include <text_array_object.hpp>
Public Member Functions | |
| TextArrayObject (const std::string &name=std::string()) | |
| TextArrayObject (const ReaderMapping &reader) | |
| virtual void | draw (DrawingContext &context) override |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More... | |
| virtual void | update (float dt_sec) override |
| This function is called once per frame and allows the object to update it's state. More... | |
| virtual bool | is_singleton () const override |
| If true only a single object of this type is allowed in a given GameObjectManager. | |
| virtual bool | is_saveable () const override |
| Indicates if the object will be saved. More... | |
| virtual std::string | get_class () const override |
| virtual std::string | get_display_name () const override |
| virtual const std::string | get_icon_path () const override |
| void | clear () |
| Empties the text array. More... | |
| void | add_text (const std::string &text, float duration=3.0f) |
| Adds a text with duration. More... | |
| void | set_text_index (ta_index index) |
| Sets the current text index. More... | |
| void | set_keep_visible (bool keep_visible) |
| Sets the keep visible flag. More... | |
| void | set_fade_transition (bool fade_transition) |
| Sets the fade transition flag. More... | |
| void | set_fade_time (float fadetime) |
| Sets fadetime for fade_transition. More... | |
| void | set_done (bool done) |
| Sets the done flag as on. More... | |
| void | set_auto (bool is_auto) |
| Sets the auto flag on & starts the auto narration. More... | |
| void | next_text () |
| Sets the current text to the next one. More... | |
| void | prev_text () |
| Sets the current text to the previous. More... | |
| TextArrayItem * | get_text_item (ta_index index) |
| Gets the text item at a certain index. More... | |
| TextArrayItem * | get_current_text_item () |
| Gets the current text item. More... | |
| TextArrayItem * | get_last_text_item () |
| Gets the last text item. More... | |
Public Member Functions inherited from GameObject | |
| GameObject (const std::string &name) | |
| GameObject (const ReaderMapping &reader) | |
| virtual void | finish_construction () |
| Called after all objects have been added to the Sector and the Sector is fully constructed. More... | |
| UID | get_uid () const |
| void | save (Writer &writer) |
| This function saves the object. More... | |
| virtual bool | has_variable_size () const |
| Does this object have variable size (secret area trigger, wind, etc.) | |
| virtual bool | has_settings () const |
| Indicates if get_settings() is implemented. More... | |
| virtual ObjectSettings | get_settings () |
| virtual void | after_editor_set () |
| bool | is_valid () const |
| returns true if the object is not scheduled to be removed yet | |
| void | remove_me () |
| schedules this object to be removed at the end of the frame | |
| void | add_remove_listener (ObjectRemoveListener *listener) |
| registers a remove listener which will be called if the object gets removed/destroyed | |
| void | del_remove_listener (ObjectRemoveListener *listener) |
| unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed | |
| void | set_name (const std::string &name) |
| const std::string & | get_name () const |
| virtual void | stop_looping_sounds () |
| stops all looping sounds | |
| virtual void | play_looping_sounds () |
| continues all looping sounds | |
| template<typename T > | |
| T * | get_component () |
| void | add_component (std::unique_ptr< GameObjectComponent > component) |
| void | remove_component (GameObjectComponent *component) |
| virtual void | editor_delete () |
| The editor requested the deletion of the object. | |
| virtual void | editor_select () |
| The user clicked on the object in the editor and selected it. | |
| virtual void | editor_deselect () |
| The object got deselected. | |
| virtual void | editor_update () |
| Called each frame in the editor, used to keep linked objects together (e.g. More... | |
Public Member Functions inherited from ExposedObject< TextArrayObject, scripting::TextArray > | |
| ExposedObject (TextArrayObject *parent) | |
| Constructor. More... | |
| virtual void | expose (HSQUIRRELVM vm, SQInteger table_idx) override |
| Exposes the parent GameObject to the script Interface. More... | |
| virtual void | unexpose (HSQUIRRELVM vm, SQInteger table_idx) override |
| Un-exposes the parent GameObject to the script Interface. More... | |
Additional Inherited Members | |
Protected Attributes inherited from GameObject | |
| std::string | m_name |
| a name for the gameobject, this is mostly a hint for scripts and for debugging, don't rely on names being set or being unique | |
A text array object intended for narration.
| void TextArrayObject::add_text | ( | const std::string & | text, |
| float | duration = 3.0f |
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Adds a text with duration.
| void TextArrayObject::clear | ( | ) |
Empties the text array.
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
| TextArrayItem * TextArrayObject::get_current_text_item | ( | ) |
Gets the current text item.
| TextArrayItem * TextArrayObject::get_last_text_item | ( | ) |
Gets the last text item.
| TextArrayItem * TextArrayObject::get_text_item | ( | ta_index | index | ) |
Gets the text item at a certain index.
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inlineoverridevirtual |
Indicates if the object will be saved.
If false, the object will be skipped on saving and can't be cloned in the editor.
Reimplemented from GameObject.
| void TextArrayObject::next_text | ( | ) |
Sets the current text to the next one.
| void TextArrayObject::prev_text | ( | ) |
Sets the current text to the previous.
| void TextArrayObject::set_auto | ( | bool | is_auto | ) |
Sets the auto flag on & starts the auto narration.
| void TextArrayObject::set_done | ( | bool | done | ) |
Sets the done flag as on.
This disables the text array.
| void TextArrayObject::set_fade_time | ( | float | fadetime | ) |
Sets fadetime for fade_transition.
| void TextArrayObject::set_fade_transition | ( | bool | fade_transition | ) |
Sets the fade transition flag.
This flag overrides all texts to be visible and fading.
| void TextArrayObject::set_keep_visible | ( | bool | keep_visible | ) |
Sets the keep visible flag.
This flag overrides all texts to be visible.
| void TextArrayObject::set_text_index | ( | ta_index | index | ) |
Sets the current text index.
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overridevirtual |
This function is called once per frame and allows the object to update it's state.
The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.
Implements GameObject.
1.8.12