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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
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2026-06-24 21:28:16 -05:00

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#include "Content\\ShellScripts\\stddefs.h"
// This control created by brennanp 6.6.2000 ??Problems?? call x53796
//
// Parameters to pass into text object
// string szText //(Local Variable)The text to be displayed
// int nFontID //The Path and file name of the font to be used
// int nResID //The resID ID for the text to be used
// int cTextColor //The color for the text
// location //X,Y,Z
// int nJustify //(0 = just_left,1 = just_center,2 = just_right,3 = just_all)
// int nLayoutWidth //Specifying this forces the width of the margin
// int nLayoutHeight //Specifying this forces the height of the margin
// int nWidth //The width of the margin **(these values can be set by sending an
// int nHeight //The height of the margin **nLayout version or automatically calculated using getprint<height\width>)
// int nBlinkRate (default = 0) //The framerate you want for this item(controls how fast the cursor blinks)
// int nWrap (default = 1) //Do you want the text to wrap
//How to Initialize the Text object (When using defaults some line do not have to be included)
// object oText = s_Text
// oText.location =
// oText.nFontID =
// oText.nResID =
// oText.cTextColor =
// (d)oText.nJustify =
// oText.nLayoutWidth =
// oText.nLayoutHeight =
// (d)oText.nBlinkRate =
// (d)oText.nWrap =
// initialize(oText)
//OR if you are not hooked up to a .dll replace nFontID and nResID with
// oText.szFont =
// oText.szText =
s_Text
{
GUI_CREATE
{
string szText
string szFont
int nResID
int nFontID
int nBlinkRate = 0
int cTextColor
int nColorAlpha
int nJustify
int nWidth
int nHeight
int nLayoutWidth
int nLayoutHeight
cube cuMargins
int nWrap = 1
font3d ctFont
location = 0, 0, nZ_TEXT
catchup = 0
region = 0,0 to 10,10
}
GUI_INIT
{
//
//If font hasn't been initialized in script and if a Font ResID was passed in, load the font...
//
if (equal$(szFont, "") && nFontID)
{
ctFont = szPATH_FONTS localize$(nFontID)
}
else
{
ctFont = szPATH_FONTS szFont
}
switch (nJustify)
{
case 0:
nJustify = just_left
break
case 1:
nJustify = just_center
break
case 2:
nJustify = just_right
break
case 3:
nJustify = just_all
break
}
//
//If text hasn't been initialized in script and if a ResID was passed in, load the string...
//
if (equal$(szText, "") && nResID)
{
szText = localize$(nResID)
}
if (nLayoutWidth)
{
nWidth = nLayoutWidth
}
if (nLayoutHeight)
{
nHeight = nLayoutHeight
}
lprint3d_margins = 0,0 to 800,600
print3d_attributes = ctFont,cTextColor,1,0,1,0,0,nJustify
if (0 == nLayoutWidth)
{
nWidth = getprint3dwidth(szText) + 1
}
if (0 == nLayoutHeight)
{
nHeight = getprint3dheight(szText)
}
cuMargins = 0,0 to nWidth, nHeight
framerate = nBlinkRate
nColorAlpha = cTextColor & 0xFF000000
}
GUI_EXECUTE
{
if (nBlinkRate)
{
cTextColor = cTextColor | nColorAlpha
nBlinkRate--
}
else
{
//
//Set alpha to zero so text doesn't print
//
cTextColor = (cTextColor & 0xFFFFFF)
nBlinkRate = 4
}
}
GUI_DRAW
{
lprint3d_margins = cuMargins.p1.x, cuMargins.p1.y to cuMargins.p2.x, cuMargins.p2.y
lprint3d_position = cuMargins.p1.x, cuMargins.p1.y
print3d_attributes = ctFont,cTextColor,1,nWrap,1,0,0,nJustify
print3D szText
}
}