Text Spot XML; Root attributes - GameBurrow/WriteTheSigns GitHub Wiki

Field Valid values Description
saveName free text The name used for display on lib dropdown if in a lib context, or the display name on tab at tabstrip
maxWidth positive decimal number as 0.000 format The max allowed length in meters for the text; 0 means no limit.
Text larger than this value will be shrink based on applyOverflowResizingOnY value
applyOverflowResizingOnY true
false
When overflowing maxWidth, if true will reduce also the height on resize, otherwise only will squeeze the width.
Ignored if maxWidth is 0
textAlign Left
Center
Right
The alignment of the text when not fills the full width, used only if maxWidth > 0.
overrideFont a font name installed in the font folder An override font setting, to be used in this layout case it's currently available. If not, will follow the font fallback resolver path.
fontClass Regular
PublicTransport
ElectronicBoards
Stencil
Overrides the default font of layout by the chosen preset font, saved locally in savegame. See preset fonts for more details.
allCaps true
false
If true, capitalize all text resulting from the textContent, depending on type. See the textContent types page to check the exceptions details.
applyAbbreviations true
false
If true, will apply the chosen abreviations file rules over the textContent result, depending on type. See the textContent types page to check the exceptions details.
prefix free text This value will be concatenated before the text result from textContent resolution. Text results only.
suffix free text This value will be concatenated after the text result from textContent resolution. Text results only.
textContent Depends on type The source of the text that will be used. The available options vary by layout type. See specific content at bottom to check the valid values.
destinationReference Self
Target1
Target2
Target3
Target4
Represents which segment will be referenced for some features, like street name and district.
parameterIdx integer 0 to 10 Used to get parameterized text and image from prop layouts instances.
fixedText free text The text to display if textContent is Fixed
spriteName free text The name of the sprite that shall be show when textContent is GameSprite

Text tags (fixedText, suffix and prefix attributes)

Use this tags to have special features enabled:

Tag Value Example Description
color <color {color:RRGGBB}>{content} <color FFFF00>text in yellow</color> Changes the text color for that content
sprite <sprite {spriteName}> <sprite ChirperHovered> Display a sprite in the ingame sprite atlas. Text color used as tint.
You can add new content using Klyte's Framework.
k45symbol <k45Symbol {spriteName},{spriteColor},{textToWrite> <k45Symbol K45_PentagonIcon,FFFFFF,270> Displays a sprite with a text inside.
The text position is defined by the borders of the sprite, described in its info.
Any sprite in ingame texture atlas can be used. You can add content using Klyte's Framework.
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