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Add all new AFX files
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103
Engine/source/afx/ce/afxGuiText.cpp
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103
Engine/source/afx/ce/afxGuiText.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "core/stream/bitStream.h"
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#include "afx/ce/afxGuiText.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxGuiTextData
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IMPLEMENT_CO_DATABLOCK_V1(afxGuiTextData);
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ConsoleDocClass( afxGuiTextData,
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"@brief A datablock that specifies a Gui Text effect.\n\n"
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"A Gui Text effect, with the help of an existing afxGuiTextHud, can be used to display 2D text effects on the Gui Canvas. "
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"Essentially, using Gui Text effects with an afxGuiTextHud is like using the stock GuiShapeNameHud, but with the ability "
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"to make additional text elements come and go as effects constrained to the projection of 3D positions onto the 2D screen."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxGuiTextData::afxGuiTextData()
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{
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text_str = ST_NULLSTRING;
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text_clr.set(1,1,1,1);
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}
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afxGuiTextData::afxGuiTextData(const afxGuiTextData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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text_str = other.text_str;
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text_clr = other.text_clr;
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}
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#define myOffset(field) Offset(field, afxGuiTextData)
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void afxGuiTextData::initPersistFields()
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{
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addField("text", TypeString, myOffset(text_str),
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"The literal text to display on the afxGuiTextHud. The center of the text will be "
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"placed at the projection of the 3D constraint position into 2D screen space.\n"
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"If the text field is set to the special string, '#shapeName', the shape name of the "
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"primary position constraint object will be used. (This is only meaningful if the "
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"constraint source is a ShapeBase-derived object.)");
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addField("color", TypeColorF, myOffset(text_clr),
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"A color value for the text label.");
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Parent::initPersistFields();
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}
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bool afxGuiTextData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxGuiTextData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeString(text_str);
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stream->write(text_clr);
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}
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void afxGuiTextData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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text_str = stream->readSTString();
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stream->read(&text_clr);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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