Game Development Community

HFL Files and GuiMLTextCtrl?

by Markus Nuebel · in Torque Game Engine · 08/03/2004 (10:21 pm) · 5 replies

I noticed, that the Torque demo and most of the Torque based games are using *.hlf files and a GuiMLTextCtrl to display "HTML-like" formatted texts.

Is there a description or documentation on how to use hfl files somewhere?

Haven't found something on the forums.

-- Markus

#1
08/04/2004 (1:01 am)
That's not really a difficult topic. What exactly do you want to know?
#2
08/04/2004 (10:04 pm)
I would like to know the meaning of the tags:
<tag: >
<linkcolor: >
<linkcolorhl: >
<clip: >
<div: >
<a:>
</a>

For the tags:
<lmargin%: >
<rmargin%: >
I would like to know, what you have to specifiy here? Pixels, percentages, ...?


Thanks.
#3
10/02/2004 (4:00 am)
I just found the best GUI reference I've seen and it's not even specifically for Torque (rather Tribes 2 which Torque is based off of): http://scripts.tribes-universe.com/halide/tutorial.html



Anyway, to shamelessly plagarise text (all of which comes from above link and credited to Halide (halide@pandoranetworks.org), the author of the above page who made it from experience):
(Careful though, not all of this may be applicable to Torque but a damn lot of it seems to be)

GuiMLTextCtrl

Multiple lines of text.

Profiles
ShellTextProfile - Small, compressed, light blue.
ShellAltTextProfile - Small, light blue.
ShellMediumTextProfile - Medium, light cyan.
ShellMessageTextProfile - Medium, light blue.
ShellLargeLabelProfile - Medium, bold, cyan.
ShellBigTextProfile - Large, bold, light cyan.

Methods
object.setText( <value> ) - Change its text.
object.addText( <value>, <refreshBool> ) - Append text.

Formatting
The following can be used in the text string for formatting purposes.
<spush> - "Push" formatting properties.
<spop> - "Pop" formatting properties.
<font:name:size> - Sets the current font and size. *
<color:value> - Hexadecimal RGB color.
<just:value> - "left", "center", or "right" alignment.
<lmargin:value> - Left margin (pixels).
<clip:value>...</clip> - Clipping range (pixels). (before "..." is added)
<bitmap:file> - Image (file must be in Tribes2/GameData/[base, or mod name]/textures/texticons).

* Some available fonts include: "Univers Condensed", "Arial Bold", "Courier New", "Tahoma Bold", "Sui Generis" (14, 20). Most work with size 12; others can be tested.

Usage is pretty self explanitory e.g.
<font:Times New Roman:16>Hey people look, this font is Times New Roman with a size of 16!!!

<color:FF00FF>Who's up for some really nice magenta text?

Just enter in the appropriate lines into the Text field and click apply.
#4
09/20/2007 (12:13 pm)
Here's a couple silly questions,

What is the maximum font size? and do you have to close these tags? In your above example, will it make the "Who's up for some really nice magenta text?" Times new roman and size 16 as well?

I think it's wonderful that GarageGames has such well documented examples and resources at hand.......NOT

Thanks,
D.
#5
12/28/2007 (12:29 pm)
Torque pulls fonts off your development system (and then caches them to common/ui/cache), so I'd think you could use any font size that you've got installed. Some docs on TorqueML are here - tdn.garagegames.com/wiki/GUI/TorqueML