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Merge pull request #316 from tzachshabtay/dialog_font
Dialogs- use default text font as default for dialog option labels
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using System; | ||
using System.Collections.Generic; | ||
using System.Text; | ||
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namespace AGS.API | ||
{ | ||
/// <summary> | ||
/// Allows to set the default fonts to be used in the game. | ||
/// </summary> | ||
public interface IDefaultFonts | ||
{ | ||
/// <summary> | ||
/// Gets or sets the default speech font (for text displayed when characters are speaking if no other font was given). | ||
/// </summary> | ||
/// <value>The speech font.</value> | ||
IFont Speech { get; set; } | ||
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/// <summary> | ||
/// Gets or sets the default text font (for any non-speech related text shown on screen if no other font was given). | ||
/// </summary> | ||
/// <value>The text font.</value> | ||
IFont Text { get; set; } | ||
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/// <summary> | ||
/// Gets or sets the default dialog font (for rendering the dialog options). Leave as null to use the default text font as the default dialog font. | ||
/// </summary> | ||
IFont Dialogs { get; set; } | ||
} | ||
} |
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namespace AGS.API | ||
{ | ||
/// <summary> | ||
/// Allows to set default settings to control how dialogs look and behave. | ||
/// </summary> | ||
public interface IDialogSettings | ||
{ | ||
/// <summary> | ||
/// The default <see cref="IRenderLayer"/> used to display the dialogs (by default, this will be AGSLayers.Dialog). | ||
/// </summary> | ||
IRenderLayer RenderLayer { get; set; } | ||
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/// <summary> | ||
/// The default text configurations for showing dialog options when they're in their "normal" state. | ||
/// </summary> | ||
ITextConfig Idle { get; set; } | ||
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/// <summary> | ||
/// The default text configurations for showing dialog options when they're hovered on via the mouse. | ||
/// </summary> | ||
ITextConfig Hovered { get; set; } | ||
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/// <summary> | ||
/// The default text configurations for showing dialog options after they have already been used before. | ||
/// </summary> | ||
ITextConfig Chosen { get; set; } | ||
} | ||
} |
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