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

An array of text objects, intended for narration. More...

#include <text_array_object.hpp>

Inheritance diagram for TextArrayObject:
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Collaboration diagram for TextArrayObject:
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Public Member Functions

 TextArrayObject (const std::string &name="")
 
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_saveable () const override
 Indicates if the object will be saved. More...
 
virtual std::string get_class_name () const override
 
virtual std::string get_exposed_class_name () const override
 
virtual std::string get_display_name () const override
 Returns the display name of the object, translated to the user's locale.
 
virtual GameObjectClasses get_class_types () const override
 List notable classes in inheritance hierarchy of class. More...
 
virtual const std::string get_icon_path () const override
 
void clear ()
 Clears all text objects from the stack.
 
void add_text (const std::string &text)
 Adds a text object with a specific text at the end of the stack. More...
 
void add_text_duration (const std::string &text, float duration)
 Adds a text object with a specific text and duration at the end of the stack. More...
 
void set_text_index (ta_index index)
 Sets the current text object by its index. More...
 
void set_keep_visible (bool keep_visible)
 
void set_fade_transition (bool fade_transition)
 
void set_fade_time (float fadetime)
 Sets the fade-in and fade-out time. More...
 
void set_done (bool done)
 
void set_auto (bool is_auto)
 If set, lets the text array automatically go through all text objects. More...
 
void next_text ()
 If available, goes to the next text object in the stack.
 
void prev_text ()
 If available, goes to the previous text object in the stack.
 
void set_text (const std::string &text)
 
void set_font (const std::string &fontname)
 
void fade_in (float fadetime)
 
void fade_out (float fadetime)
 
void grow_in (float fadetime)
 
void grow_out (float fadetime)
 
void set_visible (bool visible)
 
void set_centered (bool centered)
 
void set_pos (float x, float y)
 
float get_x () const
 
float get_y () const
 
void set_anchor_point (int anchor)
 
int get_anchor_point () const
 
void set_anchor_offset (float x, float y)
 
float get_wrap_width () const
 
void set_wrap_width (float width)
 
void set_front_fill_color (float red, float green, float blue, float alpha)
 
void set_back_fill_color (float red, float green, float blue, float alpha)
 
void set_text_color (float red, float green, float blue, float alpha)
 
void set_roundness (float roundness)
 
TextArrayItemget_text_item (ta_index index) const
 Gets the text item at a certain index. More...
 
TextArrayItemget_current_text_item () const
 Gets the current text item. More...
 
TextArrayItemget_last_text_item () const
 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
 
virtual void save (Writer &writer)
 This function saves the object. More...
 
std::string save ()
 
virtual std::vector< std::string > get_patches () const
 Version checking/updating, patch information.
 
virtual void update_version ()
 
int get_version () const
 Returns the current version of the object.
 
int get_latest_version () const
 Returns the latest version of the object.
 
bool is_up_to_date () const
 Checks whether the object's current version is equal to its latest one.
 
virtual bool is_singleton () const
 If true only a single object of this type is allowed in a given GameObjectManager.
 
virtual bool has_variable_size () const
 Does this object have variable size (secret area trigger, wind, etc.)
 
virtual bool track_state () const
 Indicates if the object's state should be tracked. More...
 
virtual bool has_object_manager_priority () const
 Indicates if the object should be added at the beginning of the object list. More...
 
virtual bool has_settings () const
 Indicates if get_settings() is implemented. More...
 
virtual ObjectSettings get_settings ()
 
virtual GameObjectTypes get_types () const
 Get all types of the object, if available. More...
 
int get_type () const
 Returns the type index of the object.
 
virtual void after_editor_set ()
 
virtual void on_flip (float height)
 When level is flipped vertically.
 
virtual void remove_me ()
 schedules this object to be removed at the end of the frame
 
bool is_valid () const
 returns true if the object is not scheduled to be removed yet
 
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
 Returns the name of the object.
 
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 save_state ()
 Save/check the current state of the object. More...
 
virtual void check_state ()
 
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...
 
GameObjectManagerget_parent () const
 

Static Public Member Functions

static void register_class (ssq::VM &vm)
 
static std::string class_name ()
 
static std::string display_name ()
 
- Static Public Member Functions inherited from GameObject
static void register_class (ssq::VM &vm)
 

Additional Inherited Members

- Protected Types inherited from GameObject
enum  TypeChange { INITIAL = -1 }
 When the type has been changed from the editor. More...
 
- Protected Member Functions inherited from GameObject
void parse_type (const ReaderMapping &reader)
 Parse object type. More...
 
virtual void on_type_change (int old_type)
 
int type_id_to_value (const std::string &id) const
 Conversion between type ID and value. More...
 
std::string type_value_to_id (int value) const
 
- 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
 
int m_type
 Type of the GameObject. More...
 
std::vector< std::unique_ptr< FadeHelper > > m_fade_helpers
 Fade Helpers are for easing/fading script functions.
 
bool m_track_undo
 Track the following creation/deletion of this object for undo. More...
 

Detailed Description

An array of text objects, intended for narration.

A ""TextArrayObject"" that was given a name can be controlled by scripts. Supports all functions of ${SRG_REF_Text}, applying them to the current text item.${SRG_NEWPARAGRAPH} Intended for scripts with narration. A ""TextArrayObject"" 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.

Member Function Documentation

◆ add_text()

void TextArrayObject::add_text ( const std::string &  text)

Adds a text object with a specific text at the end of the stack.

Parameters
string$text

◆ add_text_duration()

void TextArrayObject::add_text_duration ( const std::string &  text,
float  duration 
)

Adds a text object with a specific text and duration at the end of the stack.

Parameters
string$text
float$duration

◆ draw()

void TextArrayObject::draw ( DrawingContext context)
overridevirtual

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

Implements GameObject.

◆ get_class_types()

virtual GameObjectClasses TextArrayObject::get_class_types ( ) const
inlineoverridevirtual

List notable classes in inheritance hierarchy of class.

This makes it possible to efficiently look up all objects deriving from a particular intermediate class

Reimplemented from GameObject.

◆ get_current_text_item()

TextArrayItem * TextArrayObject::get_current_text_item ( ) const

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 ( ) const

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) const

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.

◆ set_auto()

void TextArrayObject::set_auto ( bool  is_auto)

If set, lets the text array automatically go through all text objects.

Parameters
bool$is_auto

◆ set_done()

void TextArrayObject::set_done ( bool  done)

Deprecated:
Use the ""finished"" property instead! If set, sets the text array as finished going through all text objects.
Parameters
bool$done

◆ set_fade_time()

void TextArrayObject::set_fade_time ( float  fadetime)

Sets the fade-in and fade-out time.

Parameters
float$fadetime

◆ set_fade_transition()

void TextArrayObject::set_fade_transition ( bool  fade_transition)

Deprecated:
Use the ""fade_transition"" property instead! If set, allows for a fade-in and fade-out transition.
Parameters
bool$fade_transition

◆ set_keep_visible()

void TextArrayObject::set_keep_visible ( bool  keep_visible)

Deprecated:
Use the ""keep_visible"" property instead! If set, keeps the current text object visible.
Parameters
bool$keep_visible

◆ set_text_index()

void TextArrayObject::set_text_index ( ta_index  index)

Sets the current text object by its index.

Parameters
int$index

◆ 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: