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126
src/conversation/textbox.c
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126
src/conversation/textbox.c
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/**
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* Copyright (c) 2022 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "textbox.h"
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char *TEXTBOX_TEXT;
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uint8_t TEXTBOX_TEXT_LENGTH;
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uint8_t TEXTBOX_STATE;
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uint8_t TEXTBOX_SCROLL;
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uint8_t TEXTBOX_TILES[TEXTBOX_TILES_MAX];
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void conversationTextboxInit() {
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uint8_t i;
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// Reset textbox state
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TEXTBOX_TEXT = NULL;
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TEXTBOX_STATE = 0;
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TEXTBOX_TEXT_LENGTH = 0;
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TEXTBOX_SCROLL = 0;
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// Setup window data
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move_win(7, SCREENHEIGHT - (TEXTBOX_HEIGHT_IN_TILES * 8));
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set_win_data(FONT_DATA_POSITION, FONT_IMAGE_TILES, FONT_IMAGE);
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set_win_data(BORDER_DATA_POSITION, BORDER_IMAGE_TILES, BORDER_IMAGE);
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// Corners
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TEXTBOX_TILES[0] = BORDER_TILE_TOP_LEFT;
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TEXTBOX_TILES[TEXTBOX_WIDTH_IN_TILES-1] = BORDER_TILE_TOP_RIGHT;
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TEXTBOX_TILES[TEXTBOX_TILES_MAX-1] = BORDER_TILE_BOTTOM_RIGHT;
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TEXTBOX_TILES[TEXTBOX_TILES_MAX-TEXTBOX_WIDTH_IN_TILES] = BORDER_TILE_BOTTOM_LEFT;
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// Edges
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for(i = 1; i < TEXTBOX_WIDTH_IN_TILES - 1; i++) {
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TEXTBOX_TILES[i] = BORDER_TILE_TOP_CENTER;
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TEXTBOX_TILES[TEXTBOX_TILES_MAX - 1 - i] = BORDER_TILE_BOTTOM_CENTER;
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}
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for(i = 1; i < TEXTBOX_HEIGHT_IN_TILES - 1; i++) {
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TEXTBOX_TILES[TEXTBOX_WIDTH_IN_TILES * i] = BORDER_TILE_CENTER_LEFT;
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TEXTBOX_TILES[TEXTBOX_WIDTH_IN_TILES * (i+1) - 1] = BORDER_TILE_CENTER_RIGHT;
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}
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}
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void conversationTextboxSetText(char *text, uint8_t length) {
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uint8_t i, j;
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// Reset textbox state
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TEXTBOX_TEXT = text;
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TEXTBOX_TEXT_LENGTH = length;
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TEXTBOX_STATE = TEXTBOX_STATE_VISIBLE;
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TEXTBOX_SCROLL = 0;
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// Fill blank characters
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for(j = 0; j < TEXTBOX_CHAR_ROWS; j++) {
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for(i = 0; i < TEXTBOX_CHARS_PER_ROW ; i++) {
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TEXTBOX_TILES[(i+1) + ((j + 1) * TEXTBOX_WIDTH_IN_TILES)] = (
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TEXTBOX_TILE_BLANK
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);
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}
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}
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set_win_tiles(
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0, 0,
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TEXTBOX_WIDTH_IN_TILES, TEXTBOX_HEIGHT_IN_TILES,
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TEXTBOX_TILES
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);
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SHOW_WIN;
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}
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void conversationTextboxUpdate() {
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uint8_t i, j;
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// Is the textbox visible?
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if(!(TEXTBOX_STATE & TEXTBOX_STATE_VISIBLE)) return;
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// Has the textbox finished scrolling?
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if(TEXTBOX_STATE & TEXTBOX_STATE_SCROLLED) {
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// Is the player attempting to close the textbox?
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if(INPUT_STATE & J_A) {
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TEXTBOX_STATE &= ~TEXTBOX_STATE_VISIBLE;
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HIDE_WIN;
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conversationQueueNext();
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}
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return;
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}
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// Move to the next character.
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TEXTBOX_SCROLL++;
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j = TEXTBOX_WIDTH_IN_TILES + 1;
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for(i = 0; i < TEXTBOX_SCROLL; i++) {
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// Whitespace, do nothing.
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if(TEXTBOX_TEXT[i] == ' ') {
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j++;
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continue;
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}
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// Newline character, move the next tile to the next row.
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if(TEXTBOX_TEXT[i] == '\n') {
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j = (
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(j / TEXTBOX_WIDTH_IN_TILES)*TEXTBOX_WIDTH_IN_TILES
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) + TEXTBOX_WIDTH_IN_TILES + 1;
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continue;
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}
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// Reveal the next character
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TEXTBOX_TILES[j] = TEXTBOX_TEXT[i];
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j++;
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}
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// Update the window tilemap
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set_win_tiles(
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0, 0,
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TEXTBOX_WIDTH_IN_TILES,
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TEXTBOX_HEIGHT_IN_TILES,
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TEXTBOX_TILES
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);
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// Update state. TODO: I actually don't really need this state, it's just here
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// incase I want to check if the state has scrolled later on? Doubt it though.
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if(TEXTBOX_SCROLL == TEXTBOX_TEXT_LENGTH) {
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TEXTBOX_STATE |= TEXTBOX_STATE_SCROLLED;
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}
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}
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