void DisplayTopBar(int ypos, int ttexcol, int backcol, char *title, char*texx, ...) { strcpy(topBar.text, get_translation(title)); char displbuf[3001]; va_list ap; va_start(ap,texx); my_sprintf(displbuf, get_translation(texx), ap); va_end(ap); if (ypos > 0) play.top_bar_ypos = ypos; if (ttexcol > 0) play.top_bar_textcolor = ttexcol; if (backcol > 0) play.top_bar_backcolor = backcol; topBar.wantIt = 1; topBar.font = FONT_NORMAL; topBar.height = wgetfontheight(topBar.font); topBar.height += multiply_up_coordinate(play.top_bar_borderwidth) * 2 + get_fixed_pixel_size(1); // they want to customize the font if (play.top_bar_font >= 0) topBar.font = play.top_bar_font; // DisplaySpeech normally sets this up, but since we're not going via it... if (play.cant_skip_speech & SKIP_AUTOTIMER) play.messagetime = GetTextDisplayTime(texx); DisplayAtY(play.top_bar_ypos, displbuf); }
// [DEPRECATED] but still used by Character_SayBackground, might merge since there are no other instances int DisplaySpeechBackground(int charid, const char*speel) { // remove any previous background speech for this character int cc; for (cc = 0; cc < numscreenover; cc++) { if (screenover[cc].bgSpeechForChar == charid) { remove_screen_overlay_index(cc); cc--; } } int ovrl=CreateTextOverlay(OVR_AUTOPLACE,charid,play.viewport.GetWidth()/2,FONT_SPEECH, -game.chars[charid].talkcolor, get_translation(speel)); int scid = find_overlay_of_type(ovrl); screenover[scid].bgSpeechForChar = charid; screenover[scid].timeout = GetTextDisplayTime(speel, 1); return ovrl; }