expose fractional alignment
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@@ -1273,6 +1273,8 @@ public:
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static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; }
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static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; }
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static int horizalign( T* p, lua_State *L ) { p->SetHorizAlign(Enum::Check<HorizAlign>(L, 1)); return 0; }
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static int horizalign( T* p, lua_State *L ) { p->SetHorizAlign(Enum::Check<HorizAlign>(L, 1)); return 0; }
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static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
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static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
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static int halign( T* p, lua_State *L ) { p->SetHorizAlign(FArg(1)); return 0; }
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static int valign( T* p, lua_State *L ) { p->SetVertAlign(FArg(1)); return 0; }
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static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; }
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static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; }
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static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; }
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static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; }
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static int diffuseramp( T* p, lua_State *L ) { p->SetEffectDiffuseRamp(); return 0; }
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static int diffuseramp( T* p, lua_State *L ) { p->SetEffectDiffuseRamp(); return 0; }
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@@ -1466,6 +1468,8 @@ public:
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ADD_METHOD( shadowlength );
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ADD_METHOD( shadowlength );
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ADD_METHOD( horizalign );
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ADD_METHOD( horizalign );
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ADD_METHOD( vertalign );
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ADD_METHOD( vertalign );
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ADD_METHOD( halign );
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ADD_METHOD( valign );
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ADD_METHOD( diffuseblink );
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ADD_METHOD( diffuseblink );
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ADD_METHOD( diffuseshift );
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ADD_METHOD( diffuseshift );
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ADD_METHOD( diffuseramp );
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ADD_METHOD( diffuseramp );
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@@ -251,8 +251,10 @@ public:
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//
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//
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// Alignment settings. These need to be virtual for BitmapText
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// Alignment settings. These need to be virtual for BitmapText
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//
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//
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virtual void SetHorizAlign( HorizAlign ha ) { m_fHorizAlign = (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f; }
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virtual void SetHorizAlign( float f ) { m_fHorizAlign = f; }
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virtual void SetVertAlign( VertAlign va ) { m_fVertAlign = (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f; }
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virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
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void SetHorizAlign( HorizAlign ha ) { SetHorizAlign( (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f ); }
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void SetVertAlign( VertAlign va ) { SetVertAlign( (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f ); }
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//
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//
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@@ -599,10 +599,10 @@ void BitmapText::DrawPrimitives()
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}
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}
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/* Rebuild when these change. */
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/* Rebuild when these change. */
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void BitmapText::SetHorizAlign( HorizAlign ha )
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void BitmapText::SetHorizAlign( float f )
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{
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{
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float fHorizAlign = m_fHorizAlign;
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float fHorizAlign = m_fHorizAlign;
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Actor::SetHorizAlign(ha);
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Actor::SetHorizAlign(f);
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if( fHorizAlign == m_fHorizAlign )
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if( fHorizAlign == m_fHorizAlign )
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return;
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return;
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BuildChars();
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BuildChars();
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@@ -34,7 +34,7 @@ public:
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void SetRainbowScroll( bool b ) { m_bRainbowScroll = b; }
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void SetRainbowScroll( bool b ) { m_bRainbowScroll = b; }
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void SetJitter( bool b ) { m_bJitter = b; }
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void SetJitter( bool b ) { m_bJitter = b; }
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void SetHorizAlign( HorizAlign ha );
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void SetHorizAlign( float f );
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void GetLines( vector<wstring> &wTextLines ) { wTextLines = m_wTextLines; }
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void GetLines( vector<wstring> &wTextLines ) { wTextLines = m_wTextLines; }
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