Message Rendering.
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Message Rendering.
Messages are drawn here at the top of the game window. Escape codes for different colors are included.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
#define MAX_NUM_MESSAGES 50 |
#define MAX_SIZE_MESSAGE 70 |
#define MAX_VIEWED_MESSAGES 4 |
MessageAdd appends a text line to the bottom of the message list. If needed, the messages are scroll up to make room (and one message is scroll off the list).
- Parameters
-
p_string | – String to add to message list |
MessageClear clears all the messages in the list and starts with a fresh and emtpy list. This is useful when some people are tired of seeing the messages.
MessageDisplayMessage searches for a text file in the resource identified by MESSAGES/MSG##### where ##### is the message number to display.
MessageDraw draws MAX_VIEWED_MESSAGES of message lines on the currently active screen at given x and y coordinate. The amount of space from line to line is also given by an interleave variable.
NOTE: It is assumed that the currently active screen is where the messages need to be drawn.
- Parameters
-
x | – Starting x to draw |
y | – Starting y to draw |
interleave | – How far down to next line |
color | – Color of text |
int MessagePrintf |
( |
char * |
fmt, |
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... |
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) |
| |
MessageScrollDown moves one item down the message list.
MessageScrollUp scrolls up the message display by one line.