Label functions and properties

Label is a subclass of GUIControl and therefore inherits all GUIControl's functions and properties in addition to its own, which are listed below.


Label.Font

(Formerly known as SetLabelFont, which is now obsolete)

FontType Label.Font;

Gets/sets the font used to display the label's text. This is useful if you have a standard SCI font for your English version, but want to change to a TTF font for foreign language versions.

Example:

if (IsTranslationAvailable()) {
  lblStatus.Font = eFontForeign;
}

will change label 'lblStatus' to use font "Foreign" if a game translation is in use.

See Also: IsTranslationAvailable, Label.Text, TextBox.Font


Label.Text

(Formerly known as SetLabelText, which is now obsolete)
(Formerly known as Label.GetText, which is now obsolete)
(Formerly known as Label.SetText, which is now obsolete)

String Label.Text;

Gets/sets the text displayed in the specified label. This allows you to change the text during the game, for example to create a LucasArts-style status line.

Example:

lblStatus.Text = Game.GetLocationName(mouse.x, mouse.y);

will display the name of the location the cursor is over on label 'lblStatus'

See Also: Button.NormalGraphic, Button.Text, Label.TextColor, Label.Font


Label.TextAlignment

HorizontalAlignment Label.TextAlignment;

Gets/sets how the text is aligned relative to the label's rectangle. Note that currently label supports only horizontal alignment which could be eAlignLeft, eAlignRight and eAlignCenter.

See Also: Standard Enumerated Types, Label.Font, Label.Text

Compatibility: Supported by AGS 3.5.0 and later versions.


Label.TextColor

(Formerly known as SetLabelColor, which is now obsolete)

int Label.TextColor;

Gets/sets the text color used to display the label's text.

Example:

lblStatus.TextColor = 14;

will change label 'lblStatus' to have yellow text.

See Also: Label.Font, Label.Text