Hello all.
I'm not sure if this has been asked before, I didn't find anything on this forum, but this could be because I have no idea what is this effect supposed to be called...
I'd like to achieve a delayed text output effect, similiar to the system found in visual novels and oldschool RPG games. (Here's a video of a visual novel engine prototype showing this kind of text output.) However, I'm not sure where to start. I know CEGUI has an animation system, but after reading through the wiki and the documentation, it seems that it has no support for text effects yet. How is this supposed to be done? Store the desired string in an array, then tell CEGUI to draw it as a static text, element by element, with a specific delay?
Or even better, has anyone did this before, and willing to share some bits of code to give me some clues about this?
Thank you in advance.
Text typeout effect
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Re: Text typeout effect
You could just create a layout with a DefaultWindow type and a StaticText control. If you want it delayed like in your video then you would need to create some custom class for it with a timer on it.
I haven't looked much into the Animation feature in CEGUI yet, haven't had a need to use it for any of my projects.
I haven't looked much into the Animation feature in CEGUI yet, haven't had a need to use it for any of my projects.
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Re: Text typeout effect
I believe that text can be animated in that way with the animation system.
See also what Ident is doing here:
Ident's GSoC project is not finished (and so not merged yet), but you can see his code here: https://bitbucket.org/Ident8/cegui-gsoc ... s/GameMenu
HTH
CE.
See also what Ident is doing here:
Ident's GSoC project is not finished (and so not merged yet), but you can see his code here: https://bitbucket.org/Ident8/cegui-gsoc ... s/GameMenu
HTH
CE.
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Re: Text typeout effect
Hello, I have made a code with making customized text typeout animation in runtime
it's made with lua. and using some global variable for managing created animation instances.
and.. have fun
ps. you can just call like 'StartTypingAnimation(window, 'ABCD')' to use this
it's made with lua. and using some global variable for managing created animation instances.
and.. have fun
Code: Select all
-- from https://forums.coronalabs.com/topic/42019-split-utf-8-string-word-with-foreign-characters-to-letters/
local UTF8ToCharArray = function(str)
local charArray = {};
local iStart = 0;
local strLen = str:len();
local function bit(b)
return 2 ^ (b - 1);
end
local function hasbit(w, b)
return w % (b + b) >= b;
end
local checkMultiByte = function(i)
if (iStart ~= 0) then
charArray[#charArray + 1] = str:sub(iStart, i - 1);
iStart = 0;
end
end
for i = 1, strLen do
local b = str:byte(i);
local multiStart = hasbit(b, bit(7)) and hasbit(b, bit(8));
local multiTrail = not hasbit(b, bit(7)) and hasbit(b, bit(8));
if (multiStart) then
checkMultiByte(i);
iStart = i;
elseif (not multiTrail) then
checkMultiByte(i);
charArray[#charArray + 1] = str:sub(i, i);
end
end
-- process if last character is multi-byte
checkMultiByte(strLen + 1);
return charArray;
end
g_alreadyGenerated = {};
g_typingAnimationID = 0; -- for unique animation ID
function StartTypingAnimation(win, text, typingSpeed, typingPostfix)
-- setting
local typingSpeed = (typingSpeed or 0.1) / 2; -- by default, it shows out a text per 0.1 sec
local typingPostfix = typingPostfix or '_';
-----------------
-- delete previous animation
local prevInfo = g_alreadyGenerated[win];
if prevInfo then
local connection = prevInfo.Connection;
local prevAnimation = prevInfo.Animation;
connection:disconnect();
CEGUI.AnimationManager:getSingleton():destroyAllInstancesOfAnimation(prevAnimation);
CEGUI.AnimationManager:getSingleton():destroyAnimation(prevAnimation);
g_alreadyGenerated[win] = nil;
end
-- make animation
g_typingAnimationID = g_typingAnimationID + 1;
local animation = CEGUI.AnimationManager:getSingleton():createAnimation('_TypeoutAnimation'..g_typingAnimationID);
animation:setReplayMode(CEGUI.Animation.RM_Once);
animation:setAutoStart(true);
local affector = animation:createAffector('Text', 'String');
affector:setApplicationMethod(CEGUI.Affector.AM_Absolute);
local timePos = 0;
local textInTime = '';
local skipBrackets = win:isTextParsingEnabled();
local bracketDepth = 0;
local remainTextArray = UTF8ToCharArray(text);
local totalCharCount = #remainTextArray;
affector:createKeyFrame(0, ''); -- first frame;
for i, c in ipairs(remainTextArray) do
textInTime = textInTime .. c;
if c == '[' then
bracketDepth = bracketDepth + 1;
elseif c == ']' then
bracketDepth = math.max(0, bracketDepth - 1);
end
if not skipBrackets or bracketDepth == 0 then
timePos = timePos + typingSpeed;
local showText = textInTime;
if i < totalCharCount then
showText = showText .. typingPostfix;
end
affector:createKeyFrame(timePos, showText);
end
end
if skipBrackets and bracketDepth > 0 then -- ends with backets not matched just add last frame to show text
timePos = timePos + typingSpeed;
affector:createKeyFrame(timePos, textInTime);
end
animation:setDuration(timePos);
local instance = CEGUI.AnimationManager:getSingleton():instantiateAnimation(animation);
instance:setTargetWindow(win);
-- subscribe a destruction event for make sure the animation to be deleted with window destroy
local connection = win:subscribeEvent('DestructionStarted', function(e)
local we = CEGUI.toWindowEventArgs(e);
g_alreadyGenerated[we.window] = nil;
CEGUI.AnimationManager:getSingleton():destroyAllInstancesOfAnimation(animation);
CEGUI.AnimationManager:getSingleton():destroyAnimation(animation);
return true;
end);
-- register global variable
g_alreadyGenerated[win] = {Connection = connection, Animation = animation};
-- clear up window
win:setText('');
end
ps. you can just call like 'StartTypingAnimation(window, 'ABCD')' to use this
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