supertux
Public Member Functions | List of all members
TextArrayObject Class Referencefinal

A text array object intended for narration. More...

#include <text_array_object.hpp>

Inheritance diagram for TextArrayObject:
GameObject ExposedObject< TextArrayObject, scripting::TextArray > ScriptInterface

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...
 
TextArrayItemget_text_item (ta_index index)
 Gets the text item at a certain index. More...
 
TextArrayItemget_current_text_item ()
 Gets the current text item. More...
 
TextArrayItemget_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
 

Detailed Description

A text array object intended for narration.

Member Function Documentation

§ add_text()

void TextArrayObject::add_text ( const std::string &  text,
float  duration = 3.0f 
)

Adds a text with duration.

Parameters

§ clear()

void TextArrayObject::clear ( )

Empties the text array.

§ draw()

void TextArrayObject::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Implements GameObject.

§ get_current_text_item()

TextArrayItem * TextArrayObject::get_current_text_item ( )

Gets the current text item.

Returns
: pointer the current text array item; or nullptr if fails.

§ get_last_text_item()

TextArrayItem * TextArrayObject::get_last_text_item ( )

Gets the last text item.

Returns
: pointer to the last text item; or nullptr if fails.

§ get_text_item()

TextArrayItem * TextArrayObject::get_text_item ( ta_index  index)

Gets the text item at a certain index.

Parameters

§ is_saveable()

virtual bool TextArrayObject::is_saveable ( ) const
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.

§ next_text()

void TextArrayObject::next_text ( )

Sets the current text to the next one.

Note
: if the text is the last on the array, the done flag is set, and the text array is disabled.

§ prev_text()

void TextArrayObject::prev_text ( )

Sets the current text to the previous.

Note
: if the current text is the first on the array, it stays that way.

§ set_auto()

void TextArrayObject::set_auto ( bool  is_auto)

Sets the auto flag on & starts the auto narration.

Note
: this starts the auto narration immediately! this is disabled once the user inputs a skip!

§ set_done()

void TextArrayObject::set_done ( bool  done)

Sets the done flag as on.

This disables the text array.

Note
: the text array is not cleared.
Parameters

§ set_fade_time()

void TextArrayObject::set_fade_time ( float  fadetime)

Sets fadetime for fade_transition.

Parameters

§ set_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.

Note
: overrides keep_visible flag

§ set_keep_visible()

void TextArrayObject::set_keep_visible ( bool  keep_visible)

Sets the keep visible flag.

This flag overrides all texts to be visible.

Note
: fade_transition overrides this
Parameters

§ set_text_index()

void TextArrayObject::set_text_index ( ta_index  index)

Sets the current text index.

Parameters

§ update()

void TextArrayObject::update ( float  dt_sec)
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.


The documentation for this class was generated from the following files: