Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
156 lines
3.7 KiB
Plaintext
156 lines
3.7 KiB
Plaintext
#include "Content\\ShellScripts\\stddefs.h"
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// This control created by brennanp 6.6.2000 ??Problems?? call x53796
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//
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// Parameters to pass into text object
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// string szText //(Local Variable)The text to be displayed
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// int nFontID //The Path and file name of the font to be used
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// int nResID //The resID ID for the text to be used
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// int cTextColor //The color for the text
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// location //X,Y,Z
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// int nJustify //(0 = just_left,1 = just_center,2 = just_right,3 = just_all)
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// int nLayoutWidth //Specifying this forces the width of the margin
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// int nLayoutHeight //Specifying this forces the height of the margin
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// int nWidth //The width of the margin **(these values can be set by sending an
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// int nHeight //The height of the margin **nLayout version or automatically calculated using getprint<height\width>)
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// int nBlinkRate (default = 0) //The framerate you want for this item(controls how fast the cursor blinks)
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// int nWrap (default = 1) //Do you want the text to wrap
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//How to Initialize the Text object (When using defaults some line do not have to be included)
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// object oText = s_Text
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// oText.location =
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// oText.nFontID =
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// oText.nResID =
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// oText.cTextColor =
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// (d)oText.nJustify =
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// oText.nLayoutWidth =
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// oText.nLayoutHeight =
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// (d)oText.nBlinkRate =
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// (d)oText.nWrap =
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// initialize(oText)
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//OR if you are not hooked up to a .dll replace nFontID and nResID with
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// oText.szFont =
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// oText.szText =
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s_Text
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{
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GUI_CREATE
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{
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string szText
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string szFont
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int nResID
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int nFontID
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int nBlinkRate = 0
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int cTextColor
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int nColorAlpha
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int nJustify
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int nWidth
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int nHeight
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int nLayoutWidth
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int nLayoutHeight
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cube cuMargins
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int nWrap = 1
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font3d ctFont
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location = 0, 0, nZ_TEXT
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catchup = 0
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region = 0,0 to 10,10
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}
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GUI_INIT
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{
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//
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//If font hasn't been initialized in script and if a Font ResID was passed in, load the font...
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//
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if (equal$(szFont, "") && nFontID)
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{
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ctFont = szPATH_FONTS localize$(nFontID)
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}
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else
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{
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ctFont = szPATH_FONTS szFont
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}
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switch (nJustify)
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{
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case 0:
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nJustify = just_left
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break
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case 1:
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nJustify = just_center
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break
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case 2:
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nJustify = just_right
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break
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case 3:
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nJustify = just_all
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break
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}
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//
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//If text hasn't been initialized in script and if a ResID was passed in, load the string...
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//
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if (equal$(szText, "") && nResID)
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{
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szText = localize$(nResID)
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}
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if (nLayoutWidth)
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{
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nWidth = nLayoutWidth
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}
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if (nLayoutHeight)
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{
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nHeight = nLayoutHeight
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}
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lprint3d_margins = 0,0 to 800,600
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print3d_attributes = ctFont,cTextColor,1,0,1,0,0,nJustify
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if (0 == nLayoutWidth)
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{
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nWidth = getprint3dwidth(szText) + 1
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}
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if (0 == nLayoutHeight)
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{
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nHeight = getprint3dheight(szText)
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}
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cuMargins = 0,0 to nWidth, nHeight
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framerate = nBlinkRate
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nColorAlpha = cTextColor & 0xFF000000
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}
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GUI_EXECUTE
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{
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if (nBlinkRate)
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{
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cTextColor = cTextColor | nColorAlpha
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nBlinkRate--
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}
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else
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{
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//
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//Set alpha to zero so text doesn't print
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//
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cTextColor = (cTextColor & 0xFFFFFF)
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nBlinkRate = 4
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}
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}
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GUI_DRAW
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{
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lprint3d_margins = cuMargins.p1.x, cuMargins.p1.y to cuMargins.p2.x, cuMargins.p2.y
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lprint3d_position = cuMargins.p1.x, cuMargins.p1.y
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print3d_attributes = ctFont,cTextColor,1,nWrap,1,0,0,nJustify
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print3D szText
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}
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}
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