VN Textbox updated
This commit is contained in:
@ -19,6 +19,10 @@ int32_t FontMeasure::getQuadCount() {
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return this->realLength;
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}
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float_t FontMeasure::getHeightOfLineCount(int32_t lineCount) {
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return this->lineHeight * lineCount;
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}
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size_t FontMeasure::getLineCount() {
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return this->lines.size();
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}
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@ -28,6 +28,9 @@ namespace Dawn {
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/** Dimensions of the string */
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float_t width, height;
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/** Height of a single line */
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float_t lineHeight;
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/**
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* Internal method that adds a line to the text buffer process.
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*
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@ -40,6 +43,7 @@ namespace Dawn {
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float_t getHeight();
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int32_t getQuadsOnLine(int32_t line);
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int32_t getQuadIndexOnLine(int32_t line);
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float_t getHeightOfLineCount(int32_t lineCount);
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size_t getLineCount();
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int32_t getQuadCount();
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};
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@ -49,10 +49,10 @@ void TrueTypeFont::buffer(
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info->length = 0;
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info->realLength = 0;
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info->lines.clear();
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info->lines[0].start = 0;
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info->lines[0].length = 0;
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info->height = 0;
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info->width = 0;
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info->height = 0.0f;
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info->lineHeight = 0.0f;
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mesh.createBuffers(0, 0);
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return;
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}
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@ -72,6 +72,7 @@ void TrueTypeFont::buffer(
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info->length = 0;
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info->realLength = 0;
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info->lines.clear();
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info->lineHeight = this->getLineHeight(fontSize) * scale;
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// Prepare the line counters
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info->addLine(0, 0);
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@ -19,6 +19,7 @@ void UILabel::updatePositions() {
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void UILabel::updateMesh() {
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if(!this->needsRebuffering) return;
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if(this->font == nullptr) return;
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if(this->text.size() == 0) return;
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this->font->buffer(
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this->text,
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@ -51,12 +52,12 @@ void UILabel::setFontSize(float_t fontSize) {
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}
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void UILabel::drawSelf(UIShader &shader, glm::mat4 selfTransform) {
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if(this->font == nullptr) return;
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if(this->font == nullptr || this->text.size() == 0) return;
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this->updateMesh();
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shader.setUIColor(this->textColor);
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shader.setUIModel(selfTransform);
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shader.setUITexture(&this->font->getTexture());
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this->font->draw(this->mesh, this->startQuad, this->endQuad);
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this->font->draw(this->mesh, this->startQuad, this->quadCount);
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}
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@ -19,15 +19,10 @@ namespace Dawn {
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void updatePositions() override;
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/**
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* Internal method to force the font mesh to be recreated.
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*/
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void updateMesh();
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public:
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struct FontMeasure measure;
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int32_t startQuad = 0;
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int32_t endQuad = -1;
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int32_t quadCount = -1;
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/** The colour of this label */
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struct Color textColor = COLOR_MAGENTA;
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@ -35,6 +30,11 @@ namespace Dawn {
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UILabel(UICanvas &canvas);
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void drawSelf(UIShader &shader, glm::mat4 selfTransform) override;
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/**
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* Internal method to force the font mesh to be recreated.
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*/
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void updateMesh();
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/**
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* Returns the current text that the label has.
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*
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@ -18,32 +18,24 @@ VisualNovelTextbox::VisualNovelTextbox(UICanvas &canvas) :
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// Label
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this->addChild(&this->label);
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this->label.setText("The quick brown fox jumps over the lazy dog.");
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this->label.startQuad = 0;
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this->label.endQuad = 1;
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this->updatePositions();
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this->label.quadCount = 0;
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this->updateSelfTransform();
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this->canvas.getScene().eventSceneUnpausedUpdate.addListener(
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this, &VisualNovelTextbox::textboxOnSceneUpdate
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);
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}
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void VisualNovelTextbox::textboxOnSceneUpdate() {
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DawnGame &game = this->canvas.getGame();
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if(game.inputManager.isDown(INPUT_BIND_ACCEPT)) {
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this->timeCharacter += game.timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED_FASTER;
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} else {
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this->timeCharacter += game.timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED;
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}
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this->label.endQuad = (int32_t)mathFloorFloat(this->timeCharacter);
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}
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void VisualNovelTextbox::updatePositions() {
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UIComponent::updatePositions();
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this->lineCurrent = 0;
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this->timeCharacter = 0;
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this->border.setTransform(
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UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH,
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UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH,
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glm::vec4(0, 0, 0, 0),
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0.0f
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);
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@ -57,10 +49,108 @@ void VisualNovelTextbox::updatePositions() {
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),
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1.0f
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);
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this->label.startQuad = 0;
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this->label.quadCount = 0;
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}
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void VisualNovelTextbox::drawSelf(UIShader &shader, glm::mat4 self) {
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void VisualNovelTextbox::textboxOnSceneUpdate() {
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DawnGame &game = this->canvas.getGame();
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if(this->hasRevealedAllCurrentCharacters()) {
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if(this->hasRevealedAllCharacters()) {
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if(game.inputManager.isPressed(INPUT_BIND_ACCEPT)) {
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std::cout << "Bruh" << std::endl;
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}
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} else {
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if(game.inputManager.isPressed(INPUT_BIND_ACCEPT)) {
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this->lineCurrent += VISUAL_NOVEL_TEXTBOX_LINES_MAX;
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this->label.startQuad = 0;
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for(int32_t i = 0; i < this->lineCurrent; i++) {
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this->label.startQuad += this->label.measure.getQuadsOnLine(i);
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}
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this->label.quadCount = 0;
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this->timeCharacter = 0.0f;
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this->label.setTransform(
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UI_COMPONENT_ALIGN_STRETCH,
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UI_COMPONENT_ALIGN_STRETCH,
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glm::vec4(
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glm::vec2(
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this->border.getBorderSize().x + this->labelPadding.x,
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this->border.getBorderSize().y + this->labelPadding.y -
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this->label.measure.getHeightOfLineCount(this->lineCurrent)
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),
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this->border.getBorderSize() + this->labelPadding
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),
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1.0f
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);
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}
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}
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return;
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}
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if(game.inputManager.isDown(INPUT_BIND_ACCEPT)) {
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this->timeCharacter += game.timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED_FASTER;
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} else {
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this->timeCharacter += game.timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED;
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}
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this->label.quadCount = (int32_t)mathFloorFloat(this->timeCharacter);
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}
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void VisualNovelTextbox::updateSelfTransform() {
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float_t height;
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height = this->label.measure.getHeightOfLineCount(VISUAL_NOVEL_TEXTBOX_LINES_MAX);
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this->setTransform(
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UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_START,
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glm::vec4(0, 0, 0, height + (this->border.getBorderSize().y * 2)),
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0
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);
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}
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void VisualNovelTextbox::drawSelf(UIShader &shader, glm::mat4 self) {}
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void VisualNovelTextbox::setBorder(Texture *texture, glm::vec2 dimensions) {
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this->border.texture = texture;
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this->border.setBorderSize(dimensions);
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this->updatePositions();
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}
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void VisualNovelTextbox::setFont(Font *font) {
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this->label.setFont(font);
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this->label.updateMesh();
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this->updateSelfTransform();
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}
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void VisualNovelTextbox::setText(std::string text, float_t fontSize) {
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this->label.setText(text);
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this->label.setFontSize(fontSize);
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this->label.updateMesh();
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this->updateSelfTransform();
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}
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bool_t VisualNovelTextbox::hasRevealedAllCurrentCharacters() {
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int32_t quadsTotal = 0;
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for(
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int32_t i = this->lineCurrent;
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i < mathMin<int32_t>(
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this->label.measure.getLineCount(),
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this->lineCurrent + VISUAL_NOVEL_TEXTBOX_LINES_MAX
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);
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i++
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) {
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quadsTotal += this->label.measure.getQuadsOnLine(i);
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}
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return mathFloorFloat(this->timeCharacter) >= quadsTotal;
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}
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bool_t VisualNovelTextbox::hasRevealedAllCharacters() {
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return (
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this->lineCurrent + VISUAL_NOVEL_TEXTBOX_LINES_MAX >=
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this->label.measure.getLineCount()
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);
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}
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VisualNovelTextbox::~VisualNovelTextbox() {
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@ -11,24 +11,33 @@
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#define VISUAL_NOVEL_TEXTBOX_SPEED 25.0f
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#define VISUAL_NOVEL_TEXTBOX_SPEED_FASTER 40.0f
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#define VISUAL_NOVEL_TEXTBOX_LINES_MAX 4
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namespace Dawn {
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class VisualNovelTextbox : public UIComponent {
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private:
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int32_t lineCurrent = 0;
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glm::vec2 labelPadding = glm::vec2(0, 0);
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void updatePositions() override;
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void textboxOnSceneUpdate();
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public:
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float_t timeCharacter = 0.0f;
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UIBorder border;
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UILabel label;
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float_t timeCharacter = 0.0f;
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void updatePositions() override;
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void textboxOnSceneUpdate();
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void updateSelfTransform();
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public:
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VisualNovelTextbox(UICanvas &canvas);
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void drawSelf(UIShader &shader, glm::mat4 selfTransform) override;
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void setFont(Font *font);
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void setBorder(Texture *texture, glm::vec2 dimensions);
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void setText(std::string text, float_t fontSize);
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bool_t hasRevealedAllCurrentCharacters();
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bool_t hasRevealedAllCharacters();
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~VisualNovelTextbox();
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};
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}
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@ -39,13 +39,9 @@ int32_t DawnGame::init() {
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}
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auto textbox = canvas->addElement<VisualNovelTextbox>();
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textbox->border.texture = assetTexture->texture.get();
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textbox->label.setFont(&assetFont->font);
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textbox->label.setFontSize(40);
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textbox->setTransform(
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UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,
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glm::vec4(0, 250, 0, 0), 0.0f
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);
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textbox->setBorder(assetTexture->texture.get(), glm::vec2(16, 16));
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textbox->setFont(&assetFont->font);
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textbox->setText("1\n2\n3\n4\n5\n6\n7\n8\n9\n10", 40);
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// auto sprite = canvas->addElement<UISprite>();
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// sprite->setTransform(
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