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Text Output and Formatting
(cont'd)
Using Dynamic Text Display Attributes
Within
the standard SynthEdit sub-controls, text output is handled by the Text
Entry2 module. It provides some flexibility in selection of fonts and type
sizes, as mentioned earlier in the
Making Simple Connections
section, by allowing a choice from 7 type styles that you define in your
skin's global.txt file. These styles can have a transparent background, or
you can specify a background-color. The module can be set to Read-Only Mode,
and can support multiline text entry and display.
 If
you want even more flexibility, you can use the DH_TextIO module. Background
and text colors can be set and changed on the fly to any RGB values. (There
is no transparent background option, however.)
The font and font size can also be selected and changed at any time, from a
variety of 11 fonts that are commonly found on Windows machines, and 13 font
sizes, ranging from 8 pt to 72 pt. If the selected font is not found on the
user's machine, a generic font from the same major font family (Swiss,
Decorative, Modern, Roman, or Script) is substituted.
Text can be made Read-Only, and also Non-Selectable.
The module features Text I/O pins on both right and left
sides for convenience; both are identical.
Several
options exist for setting and/or changing the text and background colors. A
DH_ColorPicker module can be used to display a standard Windows color
selection dialog. If you just want to set the colors once and for all, this
is a handy way to make your selection visually. The DH_TextIO will remember
the last colors you set it to, so you could just use the DH_ColorPicker as a
utility to set the colors, and then delete it. On the other hand, if you'd
like to give the users the option to select their own colors, you can
include the DH_ColorPickers, along with open buttons.
.
 Another
option is to use a DH_TextToRGB module to set the colors. It will convert
red, green, and blue values in text form (0 - 255 each) to a composite RGB
integer value. Actually, I don't know why I didn't make it Float to RGB --
probably should add that one. Anyway, one way of using it is to provide
continuous controls for the red, green, and blue components:
  
The structure of one of the above containers is shown on the
right.
Yet another possibility is to have the text and/or background RGB values
change based on something happening in your synth or effect, like having a
level reading turn red if it goes over 0 dB.
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