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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #include "afx/arcaneFX.h"
- #include "core/stream/bitStream.h"
- #include "afx/ce/afxGuiText.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxGuiTextData
- IMPLEMENT_CO_DATABLOCK_V1(afxGuiTextData);
- ConsoleDocClass( afxGuiTextData,
- "@brief A datablock that specifies a Gui Text effect.\n\n"
- "A Gui Text effect, with the help of an existing afxGuiTextHud, can be used to display 2D text effects on the Gui Canvas. "
- "Essentially, using Gui Text effects with an afxGuiTextHud is like using the stock GuiShapeNameHud, but with the ability "
- "to make additional text elements come and go as effects constrained to the projection of 3D positions onto the 2D screen."
- "\n\n"
- "@ingroup afxEffects\n"
- "@ingroup AFX\n"
- "@ingroup Datablocks\n"
- );
- afxGuiTextData::afxGuiTextData()
- {
- text_str = ST_NULLSTRING;
- text_clr.set(1,1,1,1);
- }
- afxGuiTextData::afxGuiTextData(const afxGuiTextData& other, bool temp_clone) : GameBaseData(other, temp_clone)
- {
- text_str = other.text_str;
- text_clr = other.text_clr;
- }
- #define myOffset(field) Offset(field, afxGuiTextData)
- void afxGuiTextData::initPersistFields()
- {
- addField("text", TypeString, myOffset(text_str),
- "The literal text to display on the afxGuiTextHud. The center of the text will be "
- "placed at the projection of the 3D constraint position into 2D screen space.\n"
- "If the text field is set to the special string, '#shapeName', the shape name of the "
- "primary position constraint object will be used. (This is only meaningful if the "
- "constraint source is a ShapeBase-derived object.)");
- addField("color", TypeColorF, myOffset(text_clr),
- "A color value for the text label.");
- Parent::initPersistFields();
- }
- bool afxGuiTextData::onAdd()
- {
- if (Parent::onAdd() == false)
- return false;
- return true;
- }
- void afxGuiTextData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->writeString(text_str);
- stream->write(text_clr);
- }
- void afxGuiTextData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- text_str = stream->readSTString();
- stream->read(&text_clr);
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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