Unigine::ObjectText Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
The class is used to render flat text in a scene.
Usage Example#
Here is an example of creating ObjectText that will rotate following a player`s position, while the rotation of a parent stays the same, which will allow a parent node to move freely and drag a text with itself. To try it yourself, you should create a new class named TextCreator and copy .h and .cpp files into respective files of a class. Then assign a component to any desired node, which will be a parent node for the ObjectText.
#include "TextCreator.h"
#include <UnigineMathLib.h>
REGISTER_COMPONENT(TextCreator);
using namespace Unigine;
Unigine::ObjectTextPtr text;
void TextCreator::init() {
// Create Object Text (created without a font or a text)
text = Unigine::ObjectText::create();
// Defining a text to write and a font
text->setText(textStr.get());
text->setFontName("font.ttf");
text->setFontSize(100);
text->setFontResolution(100);
// Defining an object of a component as a parent
text->setParent(this->getNode());
}
void TextCreator::update() {
// Rotate a text to always look at a player
// The pivot point will look at a player, so the it needs a little bit of tweaking
text->worldLookAt(Game::getPlayer()->getPosition());
// Rotate text a little bit so it shows up properly
text->rotate(270, 0, 180);
}
#pragma once
#include <UnigineComponentSystem.h>
#include <UnigineGame.h>
class TextCreator : public Unigine::ComponentBase
{
public:
COMPONENT_DEFINE(TextCreator, ComponentBase)
COMPONENT_INIT(init);
COMPONENT_UPDATE(update);
//Creating a parameter to define a text
PROP_PARAM(String, textStr);
protected:
void init();
void update();
};
ObjectText Class
Members
static ObjectTextPtr create ( ) #
Default constructor. Creates an empty object with no text and font set.static ObjectTextPtr create ( const char * font_name ) #
Constructor. Creates an object with no text but with the specified font.Arguments
- const char * font_name - The path to the TTF font relatively to the data directory.
static ObjectTextPtr create ( const char * font_name, const char * text ) #
Constructor. Creates an object with the set font and text.Arguments
- const char * font_name - The path to the TTF font relatively to the data directory.
- const char * text - The text (can be either plain or rich).
void setDepthTest ( int test ) #
Sets a value indicating if depth test should be used for the text object.Arguments
- int test - 1 to use depth test; otherwise, 0.
int getDepthTest ( ) const#
Returns a value indicating if the text object uses depth test.Return value
1 if the object uses depth test; otherwise, 0.void setFontHSpacing ( int hspacing ) #
Sets the horizontal spacing between letters (kerning value). This parameter influences the text's physical size.Arguments
- int hspacing - The horizontal spacing value.
int getFontHSpacing ( ) const#
Returns the horizontal spacing between letters (kerning value).Return value
The horizontal spacing, in dots.void setFontName ( const char * name ) #
Sets the path to the TTF font.Names of font files for bold, italic and bold italic fonts must have the b, i and bi postfixes correspondingly. For example: myfontb.ttf, myfontbi.ttf.
Arguments
- const char * name - The path to the TTF font relatively to the data directory.
const char * getFontName ( ) const#
Returns the path to the TTF font specified in the node.Names of font files for bold, italic and bold italic fonts must have the b, i and bi postfixes correspondingly. For example: myfontb.ttf, myfontbi.ttf.
Return value
The path to the font relatively to the data directory, if specified; otherwise — the empty string.void setFontOutline ( int outline ) #
Sets the outline for the text. The outline looks like the dark shadow in the right lower corner of the text and is displaced by one dot.Arguments
- int outline - 1 — to enable the outline; 0 — to disable.
int getFontOutline ( ) const#
Returns the flag indicating if the text outline is enabled.Return value
1 — the outline is enabled; 0 — disabled.void setFontResolution ( int resolution ) #
Sets the resolution of the texture into which the text will be rendered. The lower the value, the less detailed will be the text, the less video memory will be required for the texture. It doesn't influence the text's physical size.Arguments
- int resolution - The font resolution.
int getFontResolution ( ) const#
Returns the text resolution value.Return value
The text resolution value.void setFontRich ( int rich ) #
Sets the flag indicating if the rich text is enabled. When enabled, the following tags can be used for text formatting:- <b>text</b> specifies a bold text.
- <i>text</i> specifies an italic text.
- <br>text<br/> inserts a single line break.
- <left>text</left> left-aligns the text.
- <right>text</right> right-aligns the text.
- <center>text</center> center-aligns the text.
- <p align=left|right|center|justify>text</p> specifies the alignment of the text within a paragraph:
- left - left-aligns the text
- right - right-aligns the text
- center - center-aligns the text
- justify - stretches the lines so that each line has equal width (like in newspapers and magazines)
Text alignment requires text wrapping to be enabled: the value of the Wrap Width parameter must be greater than 0. - <font size=12 color=magenta face=verdana> text</font> specifies the font face, font size, and color of text.
- <sub> text</sub> defines subscript text. Subscript text appears half a character below the normal line, and is sometimes rendered in a smaller font.
- <sup> text</sup> defines superscript text. Superscript text appears half a character above the normal line, and is sometimes rendered in a smaller font.
<image/> and <table/> tags are not available.
Arguments
- int rich - 1 — to enable the rich text; 0 — to disable.
int getFontRich ( ) const#
Returns the value indicating if the rich text is enabled. When enabled, tags can be used for text formatting.Return value
1 — the rich text is enabled; 0 — disabled.void setFontSize ( int size ) #
Sets the size of the text font. The more dots, the higher the size of the font. To match dots with a 3D space, there is a set value: 288 dots per unit. For example, if you have the Arial font with the size of 20, the physical height of the letter can be calculated as 20/288=0.0694 units.Arguments
- int size - The size of the text, in dots.
int getFontSize ( ) const#
Returns the text font size.Return value
The text font size, in dots.void setFontVSpacing ( int vspacing ) #
Sets the vertical spacing between letters (kerning value). This parameter influences the text's physical size.Arguments
- int vspacing - The vertical spacing value.
int getFontVSpacing ( ) const#
Returns the vertical spacing between letters (kerning value).Return value
The vertical spacing, in dots.void setText ( const char * text ) #
Sets the text for the node. Can be either a plain or rich text.Arguments
- const char * text - The text.
const char * getText ( ) const#
Returns the text set in the node.Return value
The text.void setTextColor ( const Math::vec4 & color ) #
Sets the color of the text.Arguments
- const Math::vec4 & color - The color of the text in the RGBA range.
Math::vec4 getTextColor ( ) const#
Returns the color of the text.Return value
The text color in the RGBA range.void setTextWrapWidth ( float width ) #
Sets text wrap width in units. The text will wrap if its physical size will be greater than the set value. If 0 is set, text wrapping is disabled.Arguments
- float width - Wrap width in units.
float getTextWrapWidth ( ) const#
Returns the current text wrap width in units.Return value
Wrap width in units.static int type ( ) #
Returns the type of the object.Return value
Object Text type identifier.Last update:
23.06.2023
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