Collab_RPG/src/dialogs.c

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#include "dialogs.h"
#include <gint/keyboard.h>
#include <gint/cpu.h>
#include <string.h>
#include "config.h"
#define BOX_HEIGHT (F_HEIGHT/PXSIZE+8)
extern font_t fontRPG;
#define FONT_USED fontRPG
#ifdef GRAYMODEOK
#include <gint/gray.h>
uint32_t *lightVRAMnext, *darkVRAMnext;
uint32_t *lightVRAMcurrent, *darkVRAMcurrent;
#endif //GRAYMODEOK
void blit()
{
dupdate();
#ifdef GRAYMODEOK
dgray_getvram( &lightVRAMnext, &darkVRAMnext );
dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
memcpy( lightVRAMnext, lightVRAMcurrent, 256*sizeof( uint32_t) );
memcpy( darkVRAMnext, darkVRAMcurrent, 256*sizeof( uint32_t) );
#endif
}
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int showtext_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(void), bool start_anim, bool end_anim) {
dfont(&FONT_USED);
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unsigned int i, n, y = PXSIZE, l = 0;
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int line_max_chars, return_int = 0;
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unsigned int max_lines_amount = (BOX_HEIGHT-2)*PXSIZE/
(FONT_USED.line_height+PXSIZE);
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const char *c;
/* Run a little fancy animation. */
for(i=0;i<BOX_HEIGHT;i++){
draw(game);
drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
DIMAGE_NONE);
dupdate();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
/* We should start to drawint the text on the x axis at BOX_HEIGHT to avoid
* drawing on the face. */
/* Show a little message that showing text in dialogs is not implemented
* yet. */
for(i=0;i<strlen(text);i++){
/* Get how many chars we can draw on screen with a padding on the left
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* of BOX_HEIGHT px and on the right of 1 px. */
c = drsize(text+i, &FONT_USED, DWIDTH-(BOX_HEIGHT*PXSIZE+PXSIZE), NULL);
/* c is a pointer to the last char that can be drawn. So: */
line_max_chars = c-(text+i);
/* TODO: Handle lines that are longer than what I can draw. */
/* Loop from the end to the start for word wrap. */
for(n=line_max_chars; n>0; n--) {
/* If we found a space, we can draw this line and do the same for
* the next line. */
if(text[i+n] == ' '){
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
DTEXT_TOP, text+i, n); /* Draw everything. */
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/* Increment y by the line height. */
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y += FONT_USED.line_height+PXSIZE;
i += n; /* We drew everything to i+n */
l++; /* We drew one more line. */
break;
}
}
if(l>=max_lines_amount-1){
/* We drew one entire screen, reset everything to draw the next one.
*/
/* Make a little animation :). */
blit();
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while(game->frame_duration < 1000) sleep();
game->frame_duration = 0;
/* Ask the user to press EXE to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
}
/* Make a little animation :). */
blit();
if(l>=max_lines_amount-1){
while(getkey().key != KEY_EXE) sleep();
/* Clear the screen. */
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-1,
C_WHITE);
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/* Reset y and l. */
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y = PXSIZE;
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l = 0;
}
else{
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while(game->frame_duration < 1000) sleep();
game->frame_duration = 0;
}
}
if(l<max_lines_amount-1){
/* If we have not filled everthing with text at the end. */
/* Make a little animation :). */
blit();
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while(game->frame_duration < 1000) sleep();
game->frame_duration = 0;
/* Ask the user to press EXE to continue. */
dtext(1, y, C_BLACK, "[EXE] To continue ...");
blit();
while(getkey().key != KEY_EXE) sleep();
}
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if(call_before_end) return_int = call_before_end();
/* Run another little fancy animation. */
for(i=40;i>0;i--){
draw(game);
drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
DIMAGE_NONE);
dupdate();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
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return return_int;
}
void showtext(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, true, true);
}
void showtext_dialog_start(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, true, false);
}
void showtext_dialog_mid(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, false, false);
}
void showtext_dialog_end(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, false, true);
}
char **choices;
void _choice_call_before_end(void) {
//
}