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
Is there a description or documentation on how to use hfl files somewhere?
Haven't found something on the forums.
-- Markus
About the author
#2
For the tags:
Thanks.
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
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)
Usage is pretty self explanitory e.g.
Just enter in the appropriate lines into the Text field and click apply.
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
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.
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
Torque 3D Owner Marco Meier
Slickware Games