forked from 0ad/0ad
CInput textcolor
This was SVN commit r1602.
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@ -20,7 +20,7 @@
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<object type="image" name="pregame-mainmenu-background-image" sprite="pregame-mainmenu-background" size="0 0 100% 100%" z="100" hidden="false" ghost="true"/>
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<object type="button" name="pregame-mainmenu-sp-button" sprite-over="pregame-mainmenu-spbt" size="52.9296875% 23.95833333% 67.578125% 42.317708333%" z="101" hidden="false"
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tooltip-style="pregame-mainmenu-tooltip" tooltip="Want to move some Dudes around or test something ? Click here to start a new game on the default map.">
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tooltip-style="pregame-mainmenu-tooltip" tooltip="Want to move some Dudes around or test something? Click here to start a new game on the default map.">
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<action on="Press"><![CDATA[
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GUIObjectUnhide("pregame_subwindow_bkg");
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GUIObjectUnhide("pregame_sp_mapsel");
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@ -193,7 +193,7 @@
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Map Name:
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</object>
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<object type="input" name="pregame_sp_mapname" sprite="only-black" absolute="false" size="130 90 290 110" textcolor="0 0 0">
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<object type="input" name="pregame_sp_mapname" sprite="only-black" absolute="false" size="130 90 290 110" textcolor="255 255 255">
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test01.pmp
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</object>
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@ -883,7 +883,7 @@ void CGUI::DrawText(SGUIText &Text, const CColor &DefaultColor,
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// TODO Gee: (2004-09-04) Why are font corrupted if inputted float value?
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glTranslatef((GLfloat)int(pos.x+it->m_Pos.x), (GLfloat)int(pos.y+it->m_Pos.y), z);
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glColor4f(color.r, color.g, color.b, color.a);
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glColor4fv(color.FloatArray());
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glwprintf(L"%ls", it->m_String.c_str()); // "%ls" is necessary in case m_String contains % symbols
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glPopMatrix();
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@ -356,7 +356,7 @@ void CInput::Draw()
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scroll = GetScrollBar(0).GetPos();
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}
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CColor color;
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CColor color (1.f, 1.f, 1.f, 1.f);
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GUI<CColor>::GetSetting(this, "textcolor", color);
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glEnable(GL_TEXTURE_2D);
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@ -381,7 +381,7 @@ void CInput::Draw()
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float ls = (float)font.GetLineSpacing();
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glTranslatef((GLfloat)int(m_CachedActualSize.left), (GLfloat)int(m_CachedActualSize.top+h), bz);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glColor4fv(color.FloatArray());
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float buffered_y=0.f;
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