Nuclide
Software Development Kit for id Tech
gametext_t Struct Reference

Definition of a text channel. More...

#include <text.h>

Public Attributes

string m_strMessage
 the message contents. More...
 
float m_flPosX
 Normalized starting position on the X-axis. More...
 
float m_flPosY
 Normalized starting position on the X-axis. More...
 
int m_iEffect
 Effect to use when rendering the text. More...
 
vector m_vecColor1
 Primary text color. More...
 
vector m_vecColor2
 Secondary text color for use with effects. More...
 
float m_flFadeIn
 Time in seconds it takes for the text to fade in. More...
 
float m_flFadeOut
 Time in seconds it takes for the text to fade out. More...
 
float m_flHoldTime
 Time in seconds on which we'll hold onto the text. More...
 
float m_flFXTime
 Time in seconds that it takes for the effect to finish. More...
 
float m_flTime
 The time that's passed on the active channel. More...
 

Detailed Description

Definition of a text channel.

A text channel is a special type of text string that is commonly defined within the titles.txt file of a game. Common use cases are chapter titles and message with a special type of fade in/out rendering effect on them.

Member Data Documentation

◆ m_flFadeIn

float gametext_t::m_flFadeIn

Time in seconds it takes for the text to fade in.

◆ m_flFadeOut

float gametext_t::m_flFadeOut

Time in seconds it takes for the text to fade out.

◆ m_flFXTime

float gametext_t::m_flFXTime

Time in seconds that it takes for the effect to finish.

◆ m_flHoldTime

float gametext_t::m_flHoldTime

Time in seconds on which we'll hold onto the text.

◆ m_flPosX

float gametext_t::m_flPosX

Normalized starting position on the X-axis.

-1 is center.

◆ m_flPosY

float gametext_t::m_flPosY

Normalized starting position on the X-axis.

-1 is center.

◆ m_flTime

float gametext_t::m_flTime

The time that's passed on the active channel.

◆ m_iEffect

int gametext_t::m_iEffect

Effect to use when rendering the text.

◆ m_strMessage

string gametext_t::m_strMessage

the message contents.

◆ m_vecColor1

vector gametext_t::m_vecColor1

Primary text color.

◆ m_vecColor2

vector gametext_t::m_vecColor2

Secondary text color for use with effects.


The documentation for this struct was generated from the following file: