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Some textboxes need to be in the level font (like room names, cutscene dialogue, etc - even in the main game), and some need to be in the interface font (like when you collect a shiny trinket or crewmate). So most of these textboxes now have graphics.textboxprintflags(font_flag) as appropriate. RoomnameTranslator.cpp is now also migrated to the new print system - in room name translator mode, the room name is now displayed in the 8x8 font if it's untranslated and the level font if it is.
56 lines
823 B
C++
56 lines
823 B
C++
#ifndef TEXTBOX_H
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#define TEXTBOX_H
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#include <stdint.h>
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#include <string>
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#include <vector>
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class textboxclass
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{
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public:
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textboxclass(void);
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void centerx(void);
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void centery(void);
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void adjust(void);
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void initcol(int rr, int gg, int bb);
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void update(void);
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void remove(void);
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void removefast(void);
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void resize(void);
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void addline(const std::string& t);
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void pad(size_t left_pad, size_t right_pad);
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void padtowidth(size_t new_w);
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void centertext();
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public:
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//Fundamentals
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std::vector<std::string> lines;
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int xp, yp, w, h;
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int r,g,b;
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int timer;
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float tl;
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float prev_tl;
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int tm;
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/* Whether to flip text box y-position in Flip Mode. */
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bool flipme;
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int rand;
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uint32_t print_flags;
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};
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#endif /* TEXTBOX_H */
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