VGUI Label: Difference between revisions

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TextImage.cpp may log unlocalized strings by uncommenting its line:
Uses font "Default" if font is invalid.
  // #define LOG_UNLOCALIZED_STRINGS
 
Text uses the control TextImage to render.
 
--
 
 
"labelText" text
defaults NULL = ""
 
may be a localized string if starts with #
ex. "labelText" "#Title"
 
If it contains an & the next character and the next only will be considered as a hotkey. If the next character is not usable it will continue parsing starting on the key AFTER the next. So, if it contains two consecutive &, it will fail, both will be disregarded and a third & would be the one that starts a new key lookup. The hotkey has to be alphanumeric.
 
ex.
"labelText" "&a", a is hotkey
"labelText" "&.a", no hotkey
"labelText" "&.&a", a is hotkey
"labelText" "&a&b", a is hotkey
"labelText" "&&a", no hotkey
"labelText" "&&&a&&b&c", a is hotkey
 
If the text is regular text it will lookup using isalnum() if it is localized (started with #) it will use iswalnum().
 
Hotkeys are automatically lowercased. They fire OnHotkeyPressed().
 
 
 
may be a localized variable if between '%'s
ex. "labelText" "%localize_me%"
will do:
  localize()->AddString( "var_%localize_me%", L"%localize_me%", "" );
Label->SetText( "#var_%localize_me%" );
 
--
 
"textAlignment" text
default "" = -1
 
values:
"north-west"
"north"
"north-east"
"west"
"center"
"east"
"south-west"
"south"
"south-east"
 
--
 
"associate" controlname
 
associated control default ""
 
--
 
"dulltext" 0/1
 
defaults 0, if 1 sets colorstate CS_DULLTEXT
 
if 0:
 
"brighttext" 0/1
 
defaults 1, if 1 sets colorstate CS_BRIGHTTEXT
 
if 0:
 
sets colorstate CS_NORMAL
 
--
 
"font" script fontname
defaults "" = "Default"
 
--
 
"wrap" 0/1
 
text wrap
 


[[Category::Vgui_Controls]]
[[Category::Vgui_Controls]]

Revision as of 12:25, 4 January 2007

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Uses font "Default" if font is invalid.

Text uses the control TextImage to render.

--


"labelText" text defaults NULL = ""

may be a localized string if starts with # ex. "labelText" "#Title"

If it contains an & the next character and the next only will be considered as a hotkey. If the next character is not usable it will continue parsing starting on the key AFTER the next. So, if it contains two consecutive &, it will fail, both will be disregarded and a third & would be the one that starts a new key lookup. The hotkey has to be alphanumeric.

ex.
"labelText" "&a", a is hotkey
"labelText" "&.a", no hotkey
"labelText" "&.&a", a is hotkey
"labelText" "&a&b", a is hotkey
"labelText" "&&a", no hotkey
"labelText" "&&&a&&b&c", a is hotkey

If the text is regular text it will lookup using isalnum() if it is localized (started with #) it will use iswalnum().

Hotkeys are automatically lowercased. They fire OnHotkeyPressed().


may be a localized variable if between '%'s ex. "labelText" "%localize_me%" will do:

localize()->AddString( "var_%localize_me%", L"%localize_me%", "" );
Label->SetText( "#var_%localize_me%" );

--

"textAlignment" text default "" = -1

values: "north-west" "north" "north-east" "west" "center" "east" "south-west" "south" "south-east"

--

"associate" controlname

associated control default ""

--

"dulltext" 0/1

defaults 0, if 1 sets colorstate CS_DULLTEXT

if 0:

"brighttext" 0/1

defaults 1, if 1 sets colorstate CS_BRIGHTTEXT

if 0:

sets colorstate CS_NORMAL

--

"font" script fontname defaults "" = "Default"

--

"wrap" 0/1

text wrap


[[Category::Vgui_Controls]]