flags
Set of 'switches' to be set at game start, separated by " | ".
All other flags are reset by default. The following flags may be set:
Parameters:
SHOW
Makes the text visible on the screen.
TRANSLUCENT
The text is drawn transparent according to its alpha parameter.
FILTER
Bitmap fonts are filtered by 'blurring' single pixels. This won't look good
for small fonts, but can improve the look of huge fonts of scaled texts.
LIGHT
Bitmap fonts are modulated by the blue, green, red color parameters.
A7.82 LC
CENTER_X
Causes text to be horizontally centered around pos_x.
CENTER_Y
Causes
bitmap and TTF text to be vertically centered around pos_y.
A7.86
ARIGHT
Causes text to be right aligned at pos_x.
A7.30 LC
WWRAP
Activates word wrap for TTF texts. Words are moved to the next line when they don't fit into the text width (size_x).
A7.30 LC
REVERSE
Reverses Unicode text reading order from left-to-right to right-to-left, if the reading direction is not already supported in the Unicode font.
A7.84 LC
CONDENSED
Causes bitmap text to be 'compressed' horizontally by 1 pixel
per character.
SHADOW
Draws TTF texts with a black shadow,
adjustable through the alpha
and text_outline
parameters.
C
OUTLINE
Draws TTF texts with a black outline around the characters,
adjustable through the alpha
and text_outline
parameters.
C
Remarks:
In C-Script, a flag is set or reset during gameplay by assigning the on
or off value (like text.visible = on;). In C, C++, or Lite-C,
a flag is set by or-ing the flags parameter with the flag (text.flags
|= SHOW;) and reset by and-ing the flags parameter with the inverse
flag (text.flags &= ~SHOW;).
Example:
TEXT* welcome =
{
...
flags = CENTER_X | TRANSLUCENT | SHOW;
}
See also:
TEXT, layer, pos_x,, size_y, offset_y, strings, font, pstring, alpha
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