Fixed flashing text issue, moved textbox to window layer.

This commit is contained in:
2022-05-09 18:34:12 -07:00
parent 037f42e7ef
commit d6a06d851a
9 changed files with 37 additions and 22 deletions

View File

@@ -77,6 +77,8 @@ void conversationTextboxSetText(char *text) {
// Now we have organized the string nicely we can prep for rendering. Fill the
// tiles with blank chars.
textboxFillBlank();
WY_REG = TEXTBOX_WINDOW_Y * TILE_HEIGHT;
SHOW_WIN;
}
inline void textboxFillBlank() {
@@ -86,8 +88,8 @@ inline void textboxFillBlank() {
tiles, TEXTBOX_WIDTH_IN_TILES, TEXTBOX_HEIGHT_IN_TILES, SPRITE_TILESET_WHITE_HIGH
);
spriteBufferBackgroundHigh(
0x00, TEXTBOX_WIN_Y,
spriteBufferWindow(
0x00, TEXTBOX_Y,
TEXTBOX_WIDTH_IN_TILES, TEXTBOX_HEIGHT_IN_TILES,
tiles
);
@@ -108,6 +110,7 @@ inline void conversationTextboxUpdate() {
if((TEXTBOX_ROW_COUNT - TEXTBOX_ROW_CURRENT) < TEXTBOX_TILES_ROWS) {
TEXTBOX_STATE &= ~TEXTBOX_STATE_VISIBLE;
HIDE_WIN;
LCDC_REG |= LCDCF_BG8000;
conversationQueueNext();
return;
}
@@ -129,9 +132,9 @@ inline void conversationTextboxUpdate() {
} else {
tile = spriteFontTileFromChar(c);
spriteBufferBackgroundHigh(
spriteBufferWindow(
0x01 + (TEXTBOX_SCROLL % TEXTBOX_CHARS_PER_ROW),
TEXTBOX_WIN_Y + 0x01 + (TEXTBOX_SCROLL / TEXTBOX_CHARS_PER_ROW),
TEXTBOX_Y + 0x01 + (TEXTBOX_SCROLL / TEXTBOX_CHARS_PER_ROW),
1, 1,
&tile
);