Heads Up display.
Text element. Render text with a background rectangle to the HUD.
#include <fbhud.h>

Public Member Functions |
|
| FBHUDTextElement (const char *pName, HIObject pObject=NULL) | |
| Constructor. |
|
| FBHUDTextElement (const FBHUDTextElement &) | |
| Disabled copy constructor. |
|
| FBHUDTextElement & | operator= (const FBHUDTextElement &) |
| Disabled assignment operator. |
|
| FBStringList * | GetFontList () |
| Returns a list of supported fonts. |
|
Public Attributes |
|
| FBPropertyString | Content |
| Read Write Property: C like format to
display like in printf. |
|
| FBPropertyString | Font |
| Read Write Property: Specifies the
font. |
|
| FBPropertyColorAndAlpha | Color |
| Read Write Property: Text color.
|
|
| FBPropertyColorAndAlpha | BackgroundColor |
| Read Write Property: Background text
color. |
|
| FBPropertyBool | ForceTimeCodeDisplay |
| Read Write Property: Specifies if the
display of time-related reference property will be in timecode
format. |
|
| FBPropertyBool | AdjustWidthToFitText |
| Read Write Property: If On it it will
adjust the width of a text element so that a text character's
aspect ratio does not change as the content grows or shrinks.
|
|
| FBHUDTextElement | ( | const char * | pName, |
| HIObject | pObject =
NULL |
||
| ) |
Constructor.
| pName | Name of new HUD text element. |
| pObject | For internal use only. This parameter does not need to be specified by the developer. |
| FBHUDTextElement | ( | const FBHUDTextElement & | ) |
Disabled copy constructor.
| FBHUDTextElement& operator= | ( | const FBHUDTextElement & | ) |
Disabled assignment operator.
| FBStringList* GetFontList | ( | ) |
Returns a list of supported fonts.
Read Write Property: C like format to display like in printf.
Read Write Property: Specifies the font.
Read Write Property: Background text color.
Read Write Property: Specifies if the display of time-related reference property will be in timecode format.
Read Write Property: If On it it will adjust the width of a text element so that a text character's aspect ratio does not change as the content grows or shrinks.