New UITextComponent implemented
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@ -1,7 +1,7 @@
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{
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"GameName":"Beagle Rescue",
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"WindowName":"Beagle Rescue",
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"WindowSize":{"w":640,"h":360},
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"WindowSize":{"w":320,"h":240},
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"WindowFullScreen": 0,
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"GlobalScale": 3
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"GlobalScale": 1
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}
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@ -16,6 +16,6 @@
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#include "PlayerController.h"
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#include "ProjectileComponent.h"
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#include "TileComponent.h"
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#include "UIFontComponent.h"
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#include "UITextComponent.h"
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#endif /* SRC_COMPONENTS_H_ */
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@ -1,81 +0,0 @@
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/*
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* UIFontComponent.h
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*
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* Created on: May 14, 2020
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* Author: ayoungblood
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*/
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#ifndef SRC_ECS_UIFONTCOMPONENT_H_
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#define SRC_ECS_UIFONTCOMPONENT_H_
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#define ASCII_START_IDX 32
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#define ASCII_COUNT 96
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#define ASCII_ROW_COUNT 16
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#include "Components.h"
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#include "SDL2/SDL.h"
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#include "../assetmgr/AssetManager.h"
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class UIFontComponent : public Component
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{
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private:
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// SDL_Texture * texture;
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// Font dimensions
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int _LetterWidth;
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int _LetterHeight;
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// Track current letter on texture
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SDL_Rect _LetterClips[ASCII_COUNT];
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public:
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// SDL_RendererFlip spriteFlip = SDL_FLIP_NONE;
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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Vector2D position;
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UIFontComponent(std::string id, int letterW, int letterH, int xpos, int ypos, int scale)
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{
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texture = Game::assets->GetTexture(id);
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srcRect = UIFontComponent::SetCharClips(texture, xpos, ypos);
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position.x = xpos;
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position.y = ypos;
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destRect.x = xpos;
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destRect.y = ypos;
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destRect.w = letterW * scale;
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destRect.h = letterH * scale;
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}
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~UIFontComponent()
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{
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SDL_DestroyTexture(texture);
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}
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void update() override
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{
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}
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void draw() override
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{
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TextureManager::Draw(texture, srcRect, destRect, SDL_FLIP_NONE);
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}
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SDL_Rect SetCharClips(SDL_Texture* fontTex, int x, int y)
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{
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SDL_Rect letterClip;
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for (int i = 0; i < ASCII_COUNT; ++i)
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{
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_LetterClips[i].x = x + ((i % ASCII_ROW_COUNT) * _LetterWidth);
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_LetterClips[i].y = y + ((i / ASCII_ROW_COUNT) * _LetterHeight);
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_LetterClips[i].w = _LetterWidth;
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_LetterClips[i].h = _LetterHeight;
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letterClip = _LetterClips[i];
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}
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return letterClip;
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}
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};
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#endif /* SRC_ECS_UIFONTCOMPONENT_H_ */
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src/ecs/UITextComponent.h
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109
src/ecs/UITextComponent.h
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@ -0,0 +1,109 @@
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/*
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* UITextComponent.h
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*
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* Created on: Feb 22, 2020
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* Author: ayoungblood
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*/
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#ifndef SRC_ECS_UITEXTCOMPONENT_H_
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#define SRC_ECS_UITEXTCOMPONENT_H_
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#define ASCII_START_IDX 32
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#define ASCII_COUNT 96
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#define ASCII_ROW_COUNT 16
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#include "Components.h"
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#include "SDL2/SDL.h"
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#include "../assetmgr/TextureManager.h"
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#include "../assetmgr/AssetManager.h"
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#include <stdio.h>
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#include <string>
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#include <iostream>
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#include <tuple>
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// Should include <iostream> and <tuple> to make an array of tuples with two SDL_Rect type vars to feed to the draw function.
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class UITextComponent : public Component
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{
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private:
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TransformComponent *transform;
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SDL_Texture *texture;
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SDL_Rect srcRect, destRect;
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// char letter;
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std::string text;
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int letterWidth, letterHeight;
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int scale = 1;
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SDL_RendererFlip spriteFlip = SDL_FLIP_NONE;
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std::tuple <SDL_Rect, SDL_Rect> letter;
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public:
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UITextComponent(std::string id, std::string textToPrint, int letterW, int letterH, int letterScale)
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{
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setTex(id);
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text = textToPrint;
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letterWidth = letterW;
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letterHeight = letterH;
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scale = letterScale;
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// destRect.w = letterW*letterScale;
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// destRect.h = letterH*letterScale;
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}
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~UITextComponent()
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{
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SDL_DestroyTexture(texture);
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}
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void setTex(std::string id)
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{
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texture = Game::assets->GetTexture(id);
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}
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void init() override
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{
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transform = &entity->getComponent<TransformComponent>();
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}
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void update() override
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{
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destRect.x = static_cast<int>(transform->position.x);
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destRect.y = static_cast<int>(transform->position.y);
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}
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void draw() override
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{
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// This should be updated to iterate through an array of each letter's srcRect and destRect
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for (int l = 0; l < text.length(); l++)
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{
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std::tuple<SDL_Rect, SDL_Rect> lttr = getLetterTexture(text[l],l);
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TextureManager::Draw(texture, std::get<0>(lttr), std::get<1>(lttr), spriteFlip);
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}
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}
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std::tuple<SDL_Rect, SDL_Rect> getLetterTexture(char currentLetter, int i)
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{
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std::tuple<SDL_Rect, SDL_Rect> letterTuple;
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srcRect.x = ((currentLetter-ASCII_START_IDX) % ASCII_ROW_COUNT)*letterWidth;
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srcRect.y = ((currentLetter-ASCII_START_IDX)/ASCII_ROW_COUNT)*letterHeight;
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srcRect.w = letterWidth;
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srcRect.h = letterHeight;
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destRect.x = static_cast<int>(transform->position.x)*scale+i*letterWidth*scale;
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destRect.y = static_cast<int>(transform->position.y)*scale;
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destRect.w = letterWidth*scale;
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destRect.h = letterHeight*scale;
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letterTuple = std::make_tuple(srcRect,destRect);
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return letterTuple;
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}
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void updateString(std::string newString)
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{
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text = newString;
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}
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};
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#endif /* SRC_ECS_UITEXTCOMPONENT_H_ */
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@ -18,20 +18,20 @@
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#include <fstream>
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#include <sstream>
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#include "../assetmgr/AssetManager.h"
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#include "../ui/UIText.h"
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// #include "../ui/UIText.h"
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#include "../ui/UINineSlice.h"
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#include "../cjson/cJSON.h"
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Map* map;
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Manager manager;
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UIText* text;
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// UIText* text;
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UINineSlice* my9Slice;
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UIText* scoreboardText;
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// UIText* scoreboardText;
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UINineSlice* scoreboard9Slice;
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UINineSlice* debugBox;
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UIText* debugStaticText;
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UIText* debugdynamicText;
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UIText* debugJumpText;
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// UIText* debugStaticText;
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// UIText* debugdynamicText;
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// UIText* debugJumpText;
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GameStateManager* Game::gsm = new GameStateManager();
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@ -141,8 +141,8 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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// std::string myText = "Find lost puppies!\nThey need your help!";
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std::string myText = "Press U to Start";
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text = new UIText(myText, "font", 0, 0, 8, 12, globalScale);
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text->ParseString(myText, 12, 22, globalScale, "text",Game::groupUI_Layer1);
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// text = new UIText(myText, "font", 0, 0, 8, 12, globalScale, "start instructions", Game::groupUI_Layer1);
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// text->ParseString(myText, 12, 22, globalScale, "text",Game::groupUI_Layer1);
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SDL_Rect myDestRect = SDL_Rect();
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myDestRect.x = 12;
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myDestRect.y = 8;
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@ -151,39 +151,42 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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my9Slice = new UINineSlice("textBox");
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my9Slice->MakeSlices("textBox",32,32,14,16,14,16,myDestRect,globalScale,Game::groupUI_Layer0);
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uiInfo.addComponent<TransformComponent>(160,120,64,32,1);
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uiInfo.addComponent<UITextComponent>("font", "UI Text works again!", 8, 12, 1);
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uiInfo.addGroup(groupUI_Layer3);
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// debug UI text
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UIText* debugStaticText2;
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/* UIText* debugStaticText2;
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UIText* debugStaticText3;
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UIText* debugStaticText4;
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UIText* debugStaticText5;
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UIText* debugStaticText6;
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UIText* debugStaticText7;
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UIText* debugStaticText7; */
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std::string debugStaticString = "Collision";
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debugStaticText = new UIText(debugStaticString, "font", 0,0,8,12,1);
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debugStaticText->ParseString(debugStaticString,camera.w-100*globalScale,14*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString2 = "Hori:";
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debugStaticText2 = new UIText(debugStaticString2, "font", 0,0,8,12,1);
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debugStaticText2->ParseString(debugStaticString2,camera.w-100*globalScale,24*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString3 = "Vert:";
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debugStaticText3 = new UIText(debugStaticString3, "font", 0,0,8,12,1);
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debugStaticText3->ParseString(debugStaticString3,camera.w-100*globalScale,34*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString4 = "Jump:";
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debugStaticText4 = new UIText(debugStaticString4, "font", 0,0,8,12,1);
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debugStaticText4->ParseString(debugStaticString4,camera.w-100*globalScale,44*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString5 = "P.y :";
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debugStaticText5 = new UIText(debugStaticString5, "font", 0,0,8,12,1);
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debugStaticText5->ParseString(debugStaticString5,camera.w-100*globalScale,54*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString6 = "P.dy:";
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debugStaticText6 = new UIText(debugStaticString6, "font", 0,0,8,12,1);
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debugStaticText6->ParseString(debugStaticString6,camera.w-100*globalScale,64*gScale,1,"debug",Game::groupUI_Layer3);
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std::string debugStaticString7 = "YVec:";
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debugStaticText7 = new UIText(debugStaticString7, "font", 0,0,8,12,1);
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debugStaticText7->ParseString(debugStaticString7,camera.w-100*globalScale,74*gScale,1,"debug",Game::groupUI_Layer3);
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debugJumpText = new UIText(Game::BoolToString(playerIsJumping), "font", 0,0,8,12,1);
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debugJumpText->ParseString(Game::BoolToString(playerIsJumping),camera.w-50*globalScale,44*gScale,1,"debugJumpText",Game::groupUI_Layer3);
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// std::string debugStaticString = "Collision";
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// debugStaticText = new UIText(debugStaticString, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText->ParseString(debugStaticString,camera.w-100*globalScale,14*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString2 = "Hori:";
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// debugStaticText2 = new UIText(debugStaticString2, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText2->ParseString(debugStaticString2,camera.w-100*globalScale,24*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString3 = "Vert:";
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// debugStaticText3 = new UIText(debugStaticString3, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText3->ParseString(debugStaticString3,camera.w-100*globalScale,34*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString4 = "Jump:";
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// debugStaticText4 = new UIText(debugStaticString4, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText4->ParseString(debugStaticString4,camera.w-100*globalScale,44*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString5 = "P.y :";
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// debugStaticText5 = new UIText(debugStaticString5, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText5->ParseString(debugStaticString5,camera.w-100*globalScale,54*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString6 = "P.dy:";
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// debugStaticText6 = new UIText(debugStaticString6, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText6->ParseString(debugStaticString6,camera.w-100*globalScale,64*gScale,1,"debug",Game::groupUI_Layer3);
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// std::string debugStaticString7 = "YVec:";
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// debugStaticText7 = new UIText(debugStaticString7, "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugStaticText7->ParseString(debugStaticString7,camera.w-100*globalScale,74*gScale,1,"debug",Game::groupUI_Layer3);
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//
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// debugJumpText = new UIText(Game::BoolToString(playerIsJumping), "font", 0,0,8,12,1,"debug text",Game::groupUI_Layer3);
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// debugJumpText->ParseString(Game::BoolToString(playerIsJumping),camera.w-50*globalScale,44*gScale,1,"debugJumpText",Game::groupUI_Layer3);
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// debug UI box
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SDL_Rect debugBoxRect = SDL_Rect();
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@ -194,7 +197,7 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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debugBox = new UINineSlice("textBox");
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debugBox->MakeSlices("textBox",32,32,14,16,14,16,debugBoxRect,1,Game::groupUI_Layer2);
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printf("camera.w: %d \n",camera.w);
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// printf("camera.w: %d \n",camera.w);
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//ecs implementation
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@ -255,6 +258,8 @@ void Game::update()
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SDL_Rect playerCol = player.getComponent<ColliderComponent>().collider;
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Vector2D playerPos = player.getComponent<TransformComponent>().position;
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uiInfo.getComponent<UITextComponent>().updateString("New Text Works!");
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// if (gsm->currentState == GameStateManager::ST_INIT)
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// {
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// const char* initText = "Loading...";
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@ -308,6 +313,7 @@ void Game::update()
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// Gravity
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if (gravityOnPlayer){
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player.getComponent<TransformComponent>().position.y += 3*gScale;
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// debugJumpText->ParseString(Game::BoolToString(playerIsJumping),camera.w-50*gScale,44*gScale,1,"debugJumpText",Game::groupUI_Layer3);
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}
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// for(auto& p: projectiles)
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// {
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@ -387,9 +393,9 @@ void Game::render()
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{
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guiElement->draw();
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}
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for (auto& letter : uiText)
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for (auto& text : uiText)
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{
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letter->draw();
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text->draw();
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}
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}
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if (debugMenu)
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@ -398,9 +404,9 @@ void Game::render()
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{
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guiElement->draw();
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}
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for (auto& letter : debugText)
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for (auto& text : debugText)
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{
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letter->draw();
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text->draw();
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}
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}
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extern Manager manager;
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UIText::UIText(std::string text, std::string texId, int x, int y, int letterW, int letterH, int lScale)
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UIText::UIText(std::string text, std::string texId, int x, int y, int letterW, int letterH, int lScale, std::string tag, Game::groupLabels group)
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{
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inputText = text;
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textureID = texId;
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@ -25,6 +25,10 @@ UIText::UIText(std::string text, std::string texId, int x, int y, int letterW, i
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letterWidth = letterW;
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letterHeight = letterH;
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scale = lScale;
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// gameGroup = Game::groupLabels::groupUI_Layer3;
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auto& uiLetters(manager.addEntity());
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uiLetters.setTag(tag);
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uiLetters.addGroup(group);
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}
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UIText::~UIText()
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@ -33,11 +37,15 @@ UIText::~UIText()
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void UIText::ParseString(std::string inputText, int x, int y, int letterScale, std::string tag, Game::groupLabels group)
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{
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// gameGroup = group;
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//Parse input text into an array of char
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int posX = x;
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int posY = y;
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int i = 0;
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char current = inputText[i];
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int charsNumber = inputText.length();
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// printf("Counting string \'%s\': \n",inputText.c_str());
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// printf("%d\n",charsNumber);
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do
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{
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@ -60,15 +68,24 @@ void UIText::ParseString(std::string inputText, int x, int y, int letterScale, s
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void UIText::AddLetter(int xpos, int ypos, char crnt, std::string tag, int lttrScale, Game::groupLabels groupLabel)
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{
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// =======THIS NEEDS TO BE REFACTORED TO NOT USE INDIVIDUAL ENTITIES FOR EACH LETTER============
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auto& letter(manager.addEntity());
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letter.addComponent<TransformComponent>(xpos*lttrScale, ypos*lttrScale, letterWidth, letterHeight, 1);
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letter.addComponent<SpriteComponent>("font", SpriteComponent::spriteText, crnt, letterWidth, letterHeight, lttrScale);
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letter.setTag(tag);
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letter.addGroup(groupLabel);
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// auto& letter(manager.addEntity());
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// letter.addComponent<TransformComponent>(xpos*lttrScale, ypos*lttrScale, letterWidth, letterHeight, 1);
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// letter.addComponent<SpriteComponent>("font", SpriteComponent::spriteText, crnt, letterWidth, letterHeight, lttrScale);
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// letter.setTag(tag);
|
||||
// letter.addGroup(groupLabel);
|
||||
SDL_Texture* letterTexture;
|
||||
letterTexture = Game::assets->GetTexture(textureID);
|
||||
SDL_Rect srcRect,destRect;
|
||||
srcRect.x = ((crnt-ASCII_START_IDX) % ASCII_ROW_COUNT)*letterWidth;
|
||||
srcRect.y = ((crnt-ASCII_START_IDX)/ASCII_ROW_COUNT)*letterHeight;
|
||||
srcRect.w = letterWidth;
|
||||
srcRect.h = letterHeight;
|
||||
destRect.x = xpos;
|
||||
destRect.y = ypos;
|
||||
destRect.w = letterWidth*scale;
|
||||
destRect.h = letterHeight*scale;
|
||||
|
||||
TextureManager::Draw(letterTexture,srcRect,destRect,SDL_FLIP_NONE);
|
||||
}
|
||||
|
||||
void UIText::RemoveAllLetters()
|
||||
{
|
||||
manager.getEntitiesByTag("");
|
||||
}
|
||||
|
||||
|
@ -8,27 +8,47 @@
|
||||
#ifndef SRC_UITEXT_H_
|
||||
#define SRC_UITEXT_H_
|
||||
|
||||
#define ASCII_START_IDX 32
|
||||
#define ASCII_COUNT 96
|
||||
#define ASCII_ROW_COUNT 16
|
||||
|
||||
#include "SDL2/SDL.h"
|
||||
#include <iostream>
|
||||
#include "../game/Game.hpp"
|
||||
#include "../assetmgr/TextureManager.h"
|
||||
#include "../assetmgr/AssetManager.h"
|
||||
|
||||
class UIText
|
||||
{
|
||||
private:
|
||||
// SDL_Texture *texture;
|
||||
// SDL_Rect srcRect, destRect;
|
||||
char letter;
|
||||
// int frames = 0;
|
||||
// int speed = 100;
|
||||
int letterWidth, letterHeight;
|
||||
int scale = 1;
|
||||
public:
|
||||
std::string inputText;
|
||||
int letterHeight;
|
||||
int letterWidth;
|
||||
// int letterHeight;
|
||||
// int letterWidth;
|
||||
// virtual void init() {}
|
||||
// virtual void update() {}
|
||||
// virtual void draw() {}
|
||||
|
||||
Game::groupLabels gameGroup;
|
||||
int posX;
|
||||
int posY;
|
||||
std::string textureID;
|
||||
UIText(std::string inputText, std::string texID, int x, int y, int letterW, int letterH, int lScale);
|
||||
UIText(std::string inputText, std::string texID, int x, int y, int letterW, int letterH, int lScale, std::string tag, Game::groupLabels group);
|
||||
~UIText();
|
||||
|
||||
void init() {}
|
||||
void update() {}
|
||||
void draw() {}
|
||||
void AddLetter(int xpos, int ypos, char crnt, std::string tag, int lttrScale, Game::groupLabels groupLabel);
|
||||
void ParseString(std::string inputText, int x, int y, int letterScale, std::string tag, Game::groupLabels group);
|
||||
void RemoveAllLetters();
|
||||
void UpdateString(std::string newInputText);
|
||||
int scale;
|
||||
// void setTex(std::string id);
|
||||
// int scale;
|
||||
};
|
||||
|
||||
#endif /* SRC_UITEXT_H_ */
|
||||
|
Loading…
Reference in New Issue
Block a user