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| TextArrayObject (const std::string &name="") |
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virtual void | draw (DrawingContext &context) override |
| The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
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virtual void | update (float dt_sec) override |
| This function is called once per frame and allows the object to update it's state. More...
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virtual bool | is_saveable () const override |
| Indicates if the object will be saved. More...
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virtual std::string | get_class_name () const override |
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virtual std::string | get_exposed_class_name () const override |
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virtual std::string | get_display_name () const override |
| Returns the display name of the object, translated to the user's locale.
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virtual GameObjectClasses | get_class_types () const override |
| List notable classes in inheritance hierarchy of class. More...
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virtual const std::string | get_icon_path () const override |
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void | clear () |
| Clears all text objects from the stack.
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void | add_text (const std::string &text) |
| Adds a text object with a specific text at the end of the stack. More...
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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...
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void | set_text_index (ta_index index) |
| Sets the current text object by its index. More...
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void | set_keep_visible (bool keep_visible) |
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void | set_fade_transition (bool fade_transition) |
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void | set_fade_time (float fadetime) |
| Sets the fade-in and fade-out time. More...
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void | set_done (bool done) |
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void | set_auto (bool is_auto) |
| If set, lets the text array automatically go through all text objects. More...
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void | next_text () |
| If available, goes to the next text object in the stack.
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void | prev_text () |
| If available, goes to the previous text object in the stack.
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void | set_text (const std::string &text) |
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void | set_font (const std::string &fontname) |
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void | fade_in (float fadetime) |
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void | fade_out (float fadetime) |
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void | grow_in (float fadetime) |
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void | grow_out (float fadetime) |
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void | set_visible (bool visible) |
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void | set_centered (bool centered) |
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void | set_pos (float x, float y) |
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float | get_x () const |
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float | get_y () const |
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void | set_anchor_point (int anchor) |
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int | get_anchor_point () const |
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void | set_anchor_offset (float x, float y) |
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float | get_wrap_width () const |
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void | set_wrap_width (float width) |
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void | set_front_fill_color (float red, float green, float blue, float alpha) |
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void | set_back_fill_color (float red, float green, float blue, float alpha) |
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void | set_text_color (float red, float green, float blue, float alpha) |
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void | set_roundness (float roundness) |
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TextArrayItem * | get_text_item (ta_index index) const |
| Gets the text item at a certain index. More...
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TextArrayItem * | get_current_text_item () const |
| Gets the current text item. More...
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TextArrayItem * | get_last_text_item () const |
| Gets the last text item. More...
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| GameObject (const std::string &name) |
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| GameObject (const ReaderMapping &reader) |
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virtual void | finish_construction () |
| Called after all objects have been added to the Sector and the Sector is fully constructed. More...
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UID | get_uid () const |
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virtual void | save (Writer &writer) |
| This function saves the object. More...
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std::string | save () |
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virtual std::vector< std::string > | get_patches () const |
| Version checking/updating, patch information.
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virtual void | update_version () |
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int | get_version () const |
| Returns the current version of the object.
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int | get_latest_version () const |
| Returns the latest version of the object.
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bool | is_up_to_date () const |
| Checks whether the object's current version is equal to its latest one.
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virtual bool | is_singleton () const |
| If true only a single object of this type is allowed in a given GameObjectManager.
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virtual bool | has_variable_size () const |
| Does this object have variable size (secret area trigger, wind, etc.)
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virtual bool | track_state () const |
| Indicates if the object's state should be tracked. More...
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virtual bool | has_object_manager_priority () const |
| Indicates if the object should be added at the beginning of the object list. More...
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virtual bool | has_settings () const |
| Indicates if get_settings() is implemented. More...
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virtual ObjectSettings | get_settings () |
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virtual GameObjectTypes | get_types () const |
| Get all types of the object, if available. More...
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int | get_type () const |
| Returns the type index of the object.
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virtual void | after_editor_set () |
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virtual void | on_flip (float height) |
| When level is flipped vertically.
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virtual void | remove_me () |
| schedules this object to be removed at the end of the frame
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bool | is_valid () const |
| returns true if the object is not scheduled to be removed yet
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void | add_remove_listener (ObjectRemoveListener *listener) |
| registers a remove listener which will be called if the object gets removed/destroyed
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void | del_remove_listener (ObjectRemoveListener *listener) |
| unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
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void | set_name (const std::string &name) |
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const std::string & | get_name () const |
| Returns the name of the object.
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virtual void | stop_looping_sounds () |
| stops all looping sounds
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virtual void | play_looping_sounds () |
| continues all looping sounds
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template<typename T > |
T * | get_component () |
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void | add_component (std::unique_ptr< GameObjectComponent > component) |
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void | remove_component (GameObjectComponent *component) |
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virtual void | save_state () |
| Save/check the current state of the object. More...
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virtual void | check_state () |
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virtual void | editor_delete () |
| The editor requested the deletion of the object.
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virtual void | editor_select () |
| The user clicked on the object in the editor and selected it.
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virtual void | editor_deselect () |
| The object got deselected.
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virtual void | editor_update () |
| Called each frame in the editor, used to keep linked objects together (e.g. More...
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GameObjectManager * | get_parent () const |
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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.