Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
Loading...
Searching...
No Matches
InGameUI::MilitarySubtitleData Struct Reference

#include <InGameUI.h>

Public Attributes

UnicodeString subtitle
 The complete subtitle to be drawn, each line is separated by L"\n".
 
UnsignedInt index
 the current index that we are at through the sibtitle
 
ICoord2D position
 Where on the screen the subtitle should be drawn.
 
DisplayStringdisplayStrings [MAX_SUBTITLE_LINES]
 We'll only allow MAX_SUBTITLE_LINES worth of display strings.
 
UnsignedInt currentDisplayString
 contains the current display string we're on. (also lets us know the last display string allocated
 
UnsignedInt lifetime
 the Lifetime of the Military Subtitle in frames
 
Bool blockDrawn
 True if the block is drawn false if it's blank.
 
UnsignedInt blockBeginFrame
 The frame at which the block started it's current state.
 
ICoord2D blockPos
 where the upper left of the block should begin
 
UnsignedInt incrementOnFrame
 if we're currently on a frame greater then this, increment our position
 
Color color
 what color should we display the military subtitles
 

Detailed Description

Definition at line 648 of file InGameUI.h.

Member Data Documentation

◆ blockBeginFrame

UnsignedInt InGameUI::MilitarySubtitleData::blockBeginFrame

The frame at which the block started it's current state.

Definition at line 657 of file InGameUI.h.

◆ blockDrawn

Bool InGameUI::MilitarySubtitleData::blockDrawn

True if the block is drawn false if it's blank.

Definition at line 656 of file InGameUI.h.

◆ blockPos

ICoord2D InGameUI::MilitarySubtitleData::blockPos

where the upper left of the block should begin

Definition at line 658 of file InGameUI.h.

◆ color

Color InGameUI::MilitarySubtitleData::color

what color should we display the military subtitles

Definition at line 660 of file InGameUI.h.

◆ currentDisplayString

UnsignedInt InGameUI::MilitarySubtitleData::currentDisplayString

contains the current display string we're on. (also lets us know the last display string allocated

Definition at line 654 of file InGameUI.h.

◆ displayStrings

DisplayString* InGameUI::MilitarySubtitleData::displayStrings[MAX_SUBTITLE_LINES]

We'll only allow MAX_SUBTITLE_LINES worth of display strings.

Definition at line 653 of file InGameUI.h.

◆ incrementOnFrame

UnsignedInt InGameUI::MilitarySubtitleData::incrementOnFrame

if we're currently on a frame greater then this, increment our position

Definition at line 659 of file InGameUI.h.

◆ index

UnsignedInt InGameUI::MilitarySubtitleData::index

the current index that we are at through the sibtitle

Definition at line 651 of file InGameUI.h.

◆ lifetime

UnsignedInt InGameUI::MilitarySubtitleData::lifetime

the Lifetime of the Military Subtitle in frames

Definition at line 655 of file InGameUI.h.

◆ position

ICoord2D InGameUI::MilitarySubtitleData::position

Where on the screen the subtitle should be drawn.

Definition at line 652 of file InGameUI.h.

◆ subtitle

UnicodeString InGameUI::MilitarySubtitleData::subtitle

The complete subtitle to be drawn, each line is separated by L"\n".

Definition at line 650 of file InGameUI.h.


The documentation for this struct was generated from the following file: