class TEXT_SURFACE_BLENDED General cluster: game_text description: "A GAME_SURFACE that represent a text. Rendering from this class look better that from a TEXT_SURFACE_SOLID take longer to generate." create: make Ancestors TEXT_SURFACE* Queries as_converted_to_pixel_format (a_pixel_format: GAME_PIXEL_FORMAT_READABLE): GAME_SURFACE color: GAME_COLOR_READABLE color_multiplier: TUPLE [NATURAL_8, NATURAL_8, NATURAL_8] font: TEXT_FONT Game_library: GAME_LIBRARY_CONTROLLER has_error: BOOLEAN height: INTEGER_32 image: GAME_IMAGE is_additive_blending_enabled: BOOLEAN is_alpha_blending_enabled: BOOLEAN is_blending_disabled: BOOLEAN is_locked: BOOLEAN is_modulate_blending_enabled: BOOLEAN is_open: BOOLEAN is_transparent_enable: BOOLEAN last_error: READABLE_STRING_GENERAL must_lock: BOOLEAN overall_alpha: NATURAL_8 pixel_format: GAME_PIXEL_FORMAT_READABLE pixels: GAME_PIXEL_READER_WRITER text: READABLE_STRING_GENERAL Text_library: TEXT_CONTROLLER transparent_color: GAME_COLOR_READABLE width: INTEGER_32 Commands disable_blending disable_rle_acceleration disable_transparent draw_rectangle (a_color: GAME_COLOR; a_x, a_y, a_width, a_height: INTEGER_32) draw_rectangles (a_color: GAME_COLOR; a_rectangles: CHAIN [TUPLE [INTEGER_32, INTEGER_32, INTEGER_32, INTEGER_32]]) draw_sub_surface (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width, a_height, a_x_destination, a_y_destination: INTEGER_32) draw_sub_surface_with_scale (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width_source, a_height_source, a_x_destination, a_y_destination, a_width_destination, a_height_destination: INTEGER_32) draw_surface (a_other: GAME_SURFACE; a_x, a_y: INTEGER_32) enable_additive_blending enable_alpha_blending enable_modulate_blending enable_rle_acceleration lock save_bmp (a_filename: READABLE_STRING_GENERAL) set_color_multiplier (a_red_multiplier, a_green_multiplier, a_blue_multiplier: NATURAL_8) set_overall_alpha (a_overall_alpha: NATURAL_8) set_transparent_color (a_color: GAME_COLOR_READABLE) unlock
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