VGUI Label: Difference between revisions

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Uses font "Default" if font is invalid.
Uses font "Default" if font is invalid.


Inherits from Panel.
Text uses the control TextImage to render.
Text uses the control TextImage to render.



Revision as of 12:28, 4 January 2007

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Uses font "Default" if font is invalid.

Inherits from Panel. 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