I'll merge that, if newline support and/or support for words that don't fit in the screen is needed, I'll make another PR.

Reviewed-on: https://gitea.planet-casio.com/Slyvtt/Collab_RPG/pulls/25
This commit is contained in:
mibi88 2023-07-20 13:26:28 +02:00
commit 6f4ff02f51
8 changed files with 316 additions and 86 deletions

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@ -6,6 +6,6 @@
#define GRAYMODEOK 1
#endif
#define USB_FEATURE 1
#define USB_FEATURE 0
#endif

View file

@ -13,7 +13,7 @@
extern font_t fontRPG;
#define FONT_USED fontRPG
#if GRAYMODEOK==1
#if GRAYMODEOK
#include <gint/gray.h>
uint32_t *lightVRAMnext, *darkVRAMnext;
uint32_t *lightVRAMcurrent, *darkVRAMcurrent;
@ -24,7 +24,7 @@ void blit()
{
dupdate();
#if GRAYMODEOK==1
#if GRAYMODEOK
dgray_getvram( &lightVRAMnext, &darkVRAMnext );
dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
@ -35,124 +35,285 @@ void blit()
int showtext_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(void), bool start_anim, bool end_anim) {
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen, unsigned int start_i,
bool wait_continue) {
dfont(&FONT_USED);
unsigned int i, n, y = PXSIZE, l = 0;
int line_max_chars, return_int = 0;
unsigned int max_lines_amount = (BOX_HEIGHT-2)*PXSIZE/
(FONT_USED.line_height+PXSIZE);
const char *c;
/* Run a little fancy animation. */
for(i=0;i<BOX_HEIGHT;i++){
if(start_anim){
/* Run a little fancy animation. */
for(i=0;i<=BOX_HEIGHT;i++){
/* Redrawing the entire screen, because maybe there was no dialog
displayed before. */
draw(game);
/* Fill the dialog box with white */
drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
/* Draw a thick black line on the bottom of the dialog. */
drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
/* Draw the part of the face of the player that can fit correctly in
* the dialog drawn. */
dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
DIMAGE_NONE);
blit();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
}else{
/* Here I'm drawing the same as if start_anim is true, but whitout
* making an animation. */
draw(game);
drect(0, 0, DWIDTH, BOX_HEIGHT*PXSIZE, C_WHITE);
drect(0, BOX_HEIGHT*PXSIZE, DWIDTH, (BOX_HEIGHT+1)*PXSIZE, C_BLACK);
dimage(4*PXSIZE, 2*PXSIZE, face);
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);
if(update_screen){
blit();
dupdate();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
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
/* We should start to drawing 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++){
for(i=start_i;i<strlen(text);i++){
if(!l && for_each_screen) for_each_screen(game, i);
/* Get how many chars we can draw on screen with a padding on the left
* 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. */
/* TODO: Handle lines that are longer than what I can draw and '\n'. */
/* 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] == ' '){
dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
DTEXT_TOP, text+i, n); /* Draw everything. */
/* Increment y by the line height. */
y += FONT_USED.line_height+PXSIZE;
i += n; /* We drew everything to i+n */
l++; /* We drew one more line. */
break;
if(*c){
/* If we are not drawing the end of the text. */
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] == ' '){
dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
DTEXT_TOP, text+i, n); /* Draw everything. */
/* Increment y by the line height. */
y += FONT_USED.line_height+PXSIZE;
i += n; /* We drew everything to i+n */
l++; /* We drew one more line. */
break;
}
}
}else{
/* If it is the last line of the text. */
dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
DTEXT_TOP, text+i, line_max_chars);
y += FONT_USED.line_height+PXSIZE;
i += line_max_chars;
l++;
}
if(l>=max_lines_amount-1){
/* We drew one entire screen, reset everything to draw the next one.
*/
/* Make a little animation :). */
blit();
while(game->frame_duration < 1000) sleep();
if(update_screen) blit();
while(game->frame_duration < line_duration) sleep();
game->frame_duration = 0;
/* Ask the user to press EXE to continue. */
dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
}
/* Make a little animation :). */
blit();
if(update_screen) blit();
if(l>=max_lines_amount-1){
while(getkey().key != KEY_EXE) sleep();
/* Clear the screen. */
drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-1,
/* If we drew one entire screen. */
/* Wait that the EXE key is pressed if we should. */
if(wait_continue) while(getkey().key != KEY_EXE) sleep();
/* Clear the text area. */
drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-2,
C_WHITE);
/* Reset y and l. */
y = PXSIZE;
l = 0;
}
else{
while(game->frame_duration < 1000) sleep();
/* Else, wait a bit for the animation. */
while(game->frame_duration < line_duration) 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();
while(game->frame_duration < 1000) sleep();
if(update_screen) blit();
while(game->frame_duration < line_duration) sleep();
game->frame_duration = 0;
/* Ask the user to press EXE to continue. */
dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
blit();
while(getkey().key != KEY_EXE) sleep();
/* Update the screen and wait for EXE being pressed, if needed. */
if(update_screen) blit();
if(wait_continue) while(getkey().key != KEY_EXE) sleep();
}
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);
if(call_before_end) return_int = call_before_end(game, i);
if(end_anim){
/* Run another little fancy animation if we should. */
for(i=BOX_HEIGHT;i>0;i--){
/* It is the same as the start animation. */
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();
dupdate();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
}
return return_int;
}
void showtext(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, true, true);
void showtext_dialog(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end) {
/* Run showtext_opt with some default values. It makes it easier to use in
* simple dialogs. */
showtext_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
true, 0, true);
}
void showtext_dialog_start(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, true, false);
#define CHOICE_BOX_HEIGHT 10
#define CHOICE_BOX_PADDING_TOP 3
/* Some variables and pointers used to get some arguments passed in
* showtext_dialog_ask in _choice_call_before_end. */
char *_choices, *_text;
int _choices_amount, _default_choice;
bopti_image_t *_face;
unsigned int _i;
/* Get where I started drawing a dialog page, to be able to redraw the last page
* for the end animation in _choice_call_before_end. */
void _choice_screen_call(Game *game, unsigned int i) {
_i = i;
}
void showtext_dialog_mid(Game *game, bopti_image_t *face, char *text) {
showtext_opt(game, face, text, NULL, false, false);
int _choice_call_before_end(Game *game, unsigned int org_i) {
int i, key;
/* Make a little animation because we looove little animations ;) */
for(i=0;i<DWIDTH/8+1;i++){
/* Fill the interaction box with white */
drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
/* Draw a thick border on the right of the box. */
drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
/* Draw a thick border on the bottom of the box. */
drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, i*(DWIDTH/8),
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
/* Show everyting on screen. */
blit();
/* Wait some ms so that the animation isn't too fast. */
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
/* Calculate the maximal size of a choice. */
const int choice_size = DWIDTH/_choices_amount;
/* arrow_width: The space taken by the arrow that shows the selected item.
* arrow_height: The height of the arrow used to show which item is choosen.
* Used to calculate the size of the rectangle used to remove
* him.
* selected: The selected item.
* pos: The position of the item we're drawing in the choice
* string. The choice string is not really a string, it is
* made of multiple '\0' terminated strings, that are in
* memory one after the other.
*/
int arrow_width, arrow_height, selected = _default_choice, pos = 0;
/* Calculate the size of the arrow. */
dsize(">", &FONT_USED, &arrow_width, &arrow_height);
/* Add the character spacing of the font to it. */
arrow_width += FONT_USED.char_spacing;
do{
/* Display the diffrent choices. */
for(i=0;i<_choices_amount;i++){
if(i == selected) dtext(i*choice_size+PXSIZE,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
C_BLACK, ">");
dtext(i*choice_size+arrow_width+PXSIZE,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE, C_BLACK,
_choices+pos+i);
pos += strlen(_choices+pos);
}
blit();
key = getkey().key;
/* If the player pressed the left arrow key and has not already selected
* the first possible choice. */
if(key == KEY_LEFT && selected > 0){
/* Remove the old arrow. */
drect(selected*choice_size+PXSIZE,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
selected*choice_size+PXSIZE+arrow_width,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
C_WHITE);
/* Move the selection arrow and update the selected item. */
selected--;
}
/* If the player pressed the right arrow key and has not already
* selected the last possible choice. */
else if(key == KEY_RIGHT && selected < _choices_amount-1){
/* Remove the old arrow. */
drect(selected*choice_size+PXSIZE,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
selected*choice_size+PXSIZE+arrow_width,
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
C_WHITE);
/* Move the selection arrow and update the selected item. */
selected++;
}
/* If the user has not validated his choice by pressing EXE, we loop one
* more time. */
}while(key != KEY_EXE);
/* Make a little animation because we looove little animations ;) */
for(i=DWIDTH/8+1;i>0;i--){
/* I'm drawing the same box as on the start animation */
draw(game);
showtext_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
_i, false);
drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, i*(DWIDTH/8),
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
dupdate();
while(game->frame_duration < 20) sleep();
game->frame_duration = 0;
}
/* Return the selected item because he'll also be returned by showtext_opt.
*/
return selected;
}
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) {
//
int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice) {
/* Put some arguments in global pointers and variables to make them
* accessible by _choice_call_before_end. */
_choices = choices;
_choices_amount = choices_amount;
_default_choice = default_choice;
_face = face;
_text = text;
/* Run showtext_opt and return his return value (the return value of
*_choice_call_before_end) */
return showtext_opt(game, face, text, _choice_call_before_end, start, end,
_choice_screen_call, 100, true, 0, true);
}

View file

@ -9,15 +9,84 @@
#define F_WIDTH (32*PXSIZE)
#define F_HEIGHT (32*PXSIZE)
/* showtext_opt()
*
* Show some text in a box with word wrap for dialogs.
*
* game: The game struct of the current game.
* face: A bopti_image_t of the face of the person who's saying this
* text. This bopti_image_t should have a width of F_WIDTH and
* a height of F_HEIGHT.
* text: The text to display.
* call_before_end: A function called when the end of the text was displayed and
* the user pressed EXE (or wait_continue was true). His
* parameter game is the game struct passed to showtext_opt,
* and i is the current position in text.
* start_anim: A boolean, that, if he's true, makes that a little animation
* is shown at the start of showtext_opt.
* end_anim: A boolean, that, if he's true, makes that a little animation
* is shown at the end of showtext_opt.
* for_each_screen: A function called before a page of the dialog gets drawn.
* His parameter game is the game struct passed to
* showtext_opt, and i is the current position in text.
* line_duration: How many ms showtext_opt will wait after a line has been
* drawn.
* update_screen: When he's true showtext_opt will update the screen after
* drawing a line etc.
* start_i: At which position I start displaying the text.
* wait_continue: If I should wait that EXE is pressed after drawing a page.
*/
int showtext_opt(Game *game, bopti_image_t *face, char *text,
int call_before_end(void), bool start_anim, bool end_anim);
int call_before_end(Game *game, unsigned int i),
bool start_anim,
bool end_anim,
void for_each_screen(Game *game, unsigned int i),
int line_duration, bool update_screen, unsigned int start_i,
bool wait_continue);
void showtext(Game *game, bopti_image_t *face, char *text);
/* showtext_dialog()
*
* Calls showtext_opt with default parameters.
*
* game: The game struct of the current game.
* face: A bopti_image_t of the face of the person who's saying this
* text. This bopti_image_t should have a width of F_WIDTH and a
* height of F_HEIGHT.
* text: The text to display.
* dialog_start: A boolean, that, if he's true, makes that a little animation is
* shown at the start of showtext_opt.
* dialog_end: A boolean, that, if he's true, makes that a little animation is
* shown at the end of showtext_opt.
*/
void showtext_dialog_start(Game *game, bopti_image_t *face, char *text);
void showtext_dialog(Game *game, bopti_image_t *face, char *text,
bool dialog_start, bool dialog_end);
void showtext_dialog_mid(Game *game, bopti_image_t *face, char *text);
/* showtext_dialog_ask()
*
* Like showtext_dialog, but lets the user choose between multiple possible
* choices after displaying the text.
*
* game: The game struct of the current game.
* face: A bopti_image_t of the face of the person who's saying this
* text. This bopti_image_t should have a width of F_WIDTH and a
* height of F_HEIGHT.
* text: The text to display.
* start: A boolean, that, if he's true, makes that a little animation
* is shown at the start of showtext_opt.
* end: A boolean, that, if he's true, makes that a little animation
* is shown at the end of showtext_opt.
* choices: A pointer to null-terminated strings that are one after the
* other in memory. They should be one null-terminated string
* for each possible choice.
* choice_amount: The amount of possible choices in the choices zero-terminated
* strings.
* default_choice: The choice choosen by default when the dialog just opened.
*/
void showtext_dialog_end(Game *game, bopti_image_t *face, char *text);
int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
bool end, char *choices, int choices_amount,
int default_choice);
#endif

View file

@ -40,7 +40,7 @@ void get_inputs(Game *game) {
/* if USB is enabled - keybinding for screencapture */
#if USB_FEATURE==1
#if USB_FEATURE
if(keydown(KEY_7)) game->screenshot = true;
if(keydown(KEY_8)) game->record = !game->record;

View file

@ -12,7 +12,7 @@
#endif //USB_FEATURE
#if GRAYMODEOK==1
#if GRAYMODEOK
#include <gint/gray.h>
#endif //GRAYMODEOK
@ -35,14 +35,14 @@ Game game = {
/* screen capture management code */
#if USB_FEATURE==1
#if USB_FEATURE
void USB_feature( void )
{
if (game.screenshot && usb_is_open()) {
#if GRAYMODEOK==1 // This is a trick, if GRAYMODEOK is defined then
// we make the code accessible
#if GRAYMODEOK // This is a trick, if GRAYMODEOK is defined then
// we make the code accessible
if (dgray_enabled())
usb_fxlink_screenshot_gray(false);
@ -58,7 +58,7 @@ Game game = {
if (game.record && usb_is_open()) {
#if GRAYMODEOK==1
#if GRAYMODEOK
if (dgray_enabled())
usb_fxlink_videocapture_gray(false);
@ -87,7 +87,7 @@ int main(void) {
}
timer_start(timer);
#if USB_FEATURE==1
#if USB_FEATURE
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
usb_open(interfaces, GINT_CALL_NULL);
#endif
@ -95,11 +95,14 @@ int main(void) {
/* start grayscale engine */
#if GRAYMODEOK==1
#if GRAYMODEOK
dgray(DGRAY_ON);
#endif
showtext(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.");
showtext_dialog(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, true);
int in = showtext_dialog_ask(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, false, "Lorem\0ipsum", 2, 0);
if(in) showtext_dialog(&game, &player_face_img, "You choosed ipsum", false, true);
else showtext_dialog(&game, &player_face_img, "You choosed Lorem", false, true);
do{
/* clear screen */
dclear(C_WHITE);
@ -114,7 +117,7 @@ int main(void) {
dupdate();
/* Screen capture feature if enabled */
#if USB_FEATURE==1
#if USB_FEATURE
USB_feature();
#endif
@ -129,13 +132,13 @@ int main(void) {
/* shutdown grayengine*/
#if GRAYMODEOK==1
#if GRAYMODEOK
dgray(DGRAY_OFF);
#endif
/* close USB */
#if USB_FEATURE==1
#if USB_FEATURE
usb_close();
#endif

View file

@ -180,9 +180,6 @@ void render_map_by_layer(Player *player, Map *map_level, int layer) {
}
}
short int get_tile(Map *map_level, int x, int y, int l) {
/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
* she's not found. */