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* Scrolling text screens * remove ScrollingTextScreenComponent, fix comments * shave a pixel off of the frame, commas cut off * logMissing to false, state does may not exist * variable timing, offset array serializer * namespaces are a state of mind * Use CustomArraySerializer instead of a one-off * better alphabetize punctuation text * Unneeded VV access, 4-space meta.json * Subscription attributes * cleanup pass * shift left * AJCM's suggestions Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> * PadRight returns a string. * kill the loop, use funny division instead * smoother animations, dark stripe on outer frame * Update for the new comms console UI * communications console changes * can't spell pain without UI * the ocho * it's big brain time * just a touch wider * UI polish pass - forgive the sins * look at my attributions dog * EDITED * Text screen layer init deferred until startup * that's a new one --------- Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
54 lines
1.4 KiB
C#
54 lines
1.4 KiB
C#
using Robust.Shared.Serialization;
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namespace Content.Shared.TextScreen;
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/// <summary>
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/// AppearanceData keys for text screen data.
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/// </summary>
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[Serializable, NetSerializable]
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public enum TextScreenVisuals : byte
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{
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// TODO: support for a small image, I think. Probably want to rename textscreen to just screen then.
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/// <summary>
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/// What text to default to after timer completion?
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/// Expects a <see cref="string"/>.
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/// </summary>
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DefaultText,
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/// <summary>
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/// What text to render?<br/>
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/// Expects a <see cref="string"/>.
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/// </summary>
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ScreenText,
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/// <summary>
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/// The reference time for the text. Useful for scroll synchronization.<br/>
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/// Expects a <see cref="TimeSpan"/>.
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/// </summary>
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ScreenTextTime,
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/// <summary>
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/// If this is a timer, this is the time we're counting down to.<br/>
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/// Expects a <see cref="TimeSpan"/>.
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/// </summary>
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TargetTime,
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/// <summary>
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/// Change text color on the entire screen.
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/// Expects a <see cref="Color"/>.
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/// </summary>
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Color
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}
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/// <summary>
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/// Layers for text screen sprites.
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/// </summary>
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[Serializable, NetSerializable]
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public enum TextScreenVisualLayers : byte
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{
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/// <summary>
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/// A frame to draw over the text on screen to obscure the scrolling effect.
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/// Will be reordered to be on top of the text layers.
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/// </summary>
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Frame
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}
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