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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-29 13:03:43 +01:00
256 lines
9.4 KiB
C
256 lines
9.4 KiB
C
#include "dialogs.h"
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#include <gint/keyboard.h>
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#include <gint/cpu.h>
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#include <string.h>
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#include "config.h"
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#define BOX_HEIGHT (F_HEIGHT/PXSIZE+8)
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extern font_t fontRPG;
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#define FONT_USED fontRPG
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#if GRAYMODEOK
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#include <gint/gray.h>
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uint32_t *lightVRAMnext, *darkVRAMnext;
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uint32_t *lightVRAMcurrent, *darkVRAMcurrent;
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#endif //GRAYMODEOK
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void blit()
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{
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dupdate();
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#if GRAYMODEOK
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dgray_getvram( &lightVRAMnext, &darkVRAMnext );
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dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
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memcpy( lightVRAMnext, lightVRAMcurrent, 256*sizeof( uint32_t) );
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memcpy( darkVRAMnext, darkVRAMcurrent, 256*sizeof( uint32_t) );
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#endif
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}
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int showtext_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool line_anim, unsigned int start_i) {
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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/
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(FONT_USED.line_height+PXSIZE);
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const char *c;
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draw(game);
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if(start_anim){
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/* Run a little fancy animation. */
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for(i=0;i<BOX_HEIGHT;i++){
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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DIMAGE_NONE);
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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}else{
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drect(0, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE, C_WHITE);
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drect(0, (BOX_HEIGHT-1)*PXSIZE, DWIDTH, BOX_HEIGHT*PXSIZE, C_BLACK);
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH,
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(BOX_HEIGHT-7)*PXSIZE, DIMAGE_NONE);
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if(line_anim) dupdate();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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/* We should start to drawing the text on the x axis at BOX_HEIGHT to avoid
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* drawing on the face. */
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for(i=start_i;i<strlen(text);i++){
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if(!l) for_each_screen(game, i);
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/* 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. */
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c = drsize(text+i, &FONT_USED, DWIDTH-(BOX_HEIGHT*PXSIZE+PXSIZE), NULL);
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/* c is a pointer to the last char that can be drawn. So: */
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line_max_chars = c-(text+i);
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/* TODO: Handle lines that are longer than what I can draw. */
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/* Loop from the end to the start for word wrap. */
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if(*(c+1) != '\0'){
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for(n=line_max_chars; n>0; n--) {
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/* If we found a space, we can draw this line and do the same
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* for the next line. */
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if(text[i+n] == ' '){
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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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;
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i += n; /* We drew everything to i+n */
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l++; /* We drew one more line. */
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break;
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}
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}
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}else{
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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DTEXT_TOP, text+i, line_max_chars);
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y += FONT_USED.line_height+PXSIZE;
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i += line_max_chars;
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l++;
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}
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if(l>=max_lines_amount-1){
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/* We drew one entire screen, reset everything to draw the next one.
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*/
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/* Make a little animation :). */
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if(line_anim) blit();
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
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}
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/* Make a little animation :). */
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if(line_anim) blit();
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if(l>=max_lines_amount-1){
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while(getkey().key != KEY_EXE) sleep();
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/* Clear the screen. */
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-1,
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C_WHITE);
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/* Reset y and l. */
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y = PXSIZE;
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l = 0;
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}
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else{
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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}
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}
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if(l<max_lines_amount-1){
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/* If we have not filled everthing with text at the end. */
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/* Make a little animation :). */
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if(line_anim) blit();
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while(game->frame_duration < line_duration) sleep();
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, C_BLACK, "[EXE] to continue ...");
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if(line_anim) blit();
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while(getkey().key != KEY_EXE) sleep();
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}
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if(call_before_end) return_int = call_before_end(game, i);
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if(end_anim){
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/* Run another little fancy animation. */
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for(i=40;i>0;i--){
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draw(game);
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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DIMAGE_NONE);
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dupdate();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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}
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return return_int;
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}
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void showtext_dialog(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end) {
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showtext_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
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true, 0);
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}
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#define CHOICE_BOX_HEIGHT 10
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#define CHOICE_BOX_PADDING_TOP 3
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char *_choices, *_text;
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int _choices_amount, _default_choice;
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bopti_image_t *_face;
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unsigned int _i;
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void _choice_screen_call(Game *game, unsigned int i) {
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_i = i;
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}
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int _choice_call_before_end(Game *game, unsigned int org_i) {
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int i, key;
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/* Make a little animation because we looove little animations ;) */
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for(i=0;i<DWIDTH/8+1;i++){
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drect(0, BOX_HEIGHT*PXSIZE, i*(DWIDTH/8),
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
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drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE+1, i*(DWIDTH/8),
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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blit();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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const int choice_size = DWIDTH/_choices_amount;
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int arrow_width, arrow_height, selected = _default_choice, pos = 0;
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dsize(">", &FONT_USED, &arrow_width, &arrow_height);
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arrow_width += FONT_USED.char_spacing;
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do{
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/* Display the diffrent choices. */
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for(i=0;i<_choices_amount;i++){
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if(i == selected) dtext(i*choice_size+PXSIZE,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
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C_BLACK, ">");
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dtext(i*choice_size+arrow_width+PXSIZE,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE, C_BLACK,
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_choices+pos+i);
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pos += strlen(_choices+pos);
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}
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blit();
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key = getkey().key;
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if(key == KEY_LEFT && selected > 0){
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/* Remove the old arrow. */
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drect(selected*choice_size+PXSIZE,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
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selected*choice_size+PXSIZE+arrow_width,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
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C_WHITE);
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selected--;
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}
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else if(key == KEY_RIGHT && selected < _choices_amount-1){
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/* Remove the old arrow. */
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drect(selected*choice_size+PXSIZE,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
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selected*choice_size+PXSIZE+arrow_width,
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(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
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C_WHITE);
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selected++;
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}
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}while(key != KEY_EXE);
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/* Make a little animation because we looove little animations ;) */
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for(i=DWIDTH/8+1;i>0;i--){
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draw(game);
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showtext_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
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_i);
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drect(0, BOX_HEIGHT*PXSIZE, i*(DWIDTH/8),
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
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drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE+1, i*(DWIDTH/8),
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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dupdate();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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}
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return selected;
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}
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int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
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bool end, char *choices, int choices_amount,
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int default_choice) {
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_choices = choices;
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_choices_amount = choices_amount;
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_default_choice = default_choice;
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_face = face;
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_text = text;
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return showtext_opt(game, face, text, _choice_call_before_end, start, end,
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_choice_screen_call, 100, true, 0);
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}
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