Add newlines to draw text
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@ -18,11 +18,27 @@ void drawText(
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) {
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) {
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if(len == 0) return;
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if(len == 0) return;
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size_t rLen = mathMin(len, strlen(text));
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size_t rLen = mathMin(len, strlen(text));
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if(rLen == 0) return;
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assertTrue(x + rLen <= FRAME_WIDTH, "Text is too long.");
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assertTrue(x < FRAME_WIDTH, "Text is too far right.");
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assertTrue(y < FRAME_HEIGHT, "Text is too low.");
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assertTrue(y < FRAME_HEIGHT, "Text is too low.");
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uint16_t i = y * FRAME_WIDTH + x;
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char_t c;
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memcpy(&FRAME_BUFFER[i], text, rLen);
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uint16_t xPos = x;
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memset(&FRAME_COLOR[i], color, rLen);
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uint16_t yPos = y * FRAME_WIDTH;
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size_t i = 0;
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do {
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c = text[i++];
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if(c == '\n') {
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yPos += FRAME_WIDTH;
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xPos = x;
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continue;
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}
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assertTrue(xPos < FRAME_WIDTH, "Text overflows right.");
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FRAME_BUFFER[yPos + xPos] = c;
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FRAME_COLOR[yPos + xPos] = color;
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xPos++;
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} while(i < rLen);
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}
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}
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@ -89,7 +89,7 @@ void drawUITextbox() {
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memset(&FRAME_COLOR[DRAW_UI_TEXTBOX_CURSOR_POS], COLOR_WHITE, 3);
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memset(&FRAME_COLOR[DRAW_UI_TEXTBOX_CURSOR_POS], COLOR_WHITE, 3);
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if(TEXTBOX.textIndex < TEXTBOX.textLength) return;
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if(TEXTBOX.textIndex < TEXTBOX.textLength) return;
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int32_t blink = (int32_t)(TIME.time * TEXTBOX_BLINKS_PER_SECOND) % 2;
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int32_t blink = (int32_t)(TIME.time * DRAW_UI_TEXTBOX_BLINKS_PER_SECOND) % 2;
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FRAME_BUFFER[DRAW_UI_TEXTBOX_CURSOR_POS + 1] = blink ? '>' : ' ';
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FRAME_BUFFER[DRAW_UI_TEXTBOX_CURSOR_POS + 1] = blink ? '>' : ' ';
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FRAME_BUFFER[DRAW_UI_TEXTBOX_CURSOR_POS + 2] = blink ? ' ' : '>';
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FRAME_BUFFER[DRAW_UI_TEXTBOX_CURSOR_POS + 2] = blink ? ' ' : '>';
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}
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}
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@ -11,6 +11,7 @@
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#define DRAW_UI_TEXTBOX_WIDTH FRAME_WIDTH
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#define DRAW_UI_TEXTBOX_WIDTH FRAME_WIDTH
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#define DRAW_UI_TEXTBOX_HEIGHT 8
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#define DRAW_UI_TEXTBOX_HEIGHT 8
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#define DRAW_UI_TEXTBOX_CURSOR_POS ((FRAME_HEIGHT * FRAME_WIDTH) - 4)
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#define DRAW_UI_TEXTBOX_CURSOR_POS ((FRAME_HEIGHT * FRAME_WIDTH) - 4)
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#define DRAW_UI_TEXTBOX_BLINKS_PER_SECOND 2
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/**
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/**
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* Draws a UI box to the frame buffer.
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* Draws a UI box to the frame buffer.
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@ -46,7 +46,7 @@ void playerUpdate(entity_t *entity) {
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target->state = ENTITY_STATE_TALKING;
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target->state = ENTITY_STATE_TALKING;
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entity->state = ENTITY_STATE_TALKING;
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entity->state = ENTITY_STATE_TALKING;
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textboxSetText("NPC", "Hello Player");
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textboxSetText("NPC", "Hello Player.\nHow are you today?");
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return;
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return;
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}
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}
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@ -61,6 +61,19 @@ void textboxUpdate() {
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TEXTBOX.nextChar -= TIME.delta;
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TEXTBOX.nextChar -= TIME.delta;
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if(TEXTBOX.nextChar > 0.0f) return;
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if(TEXTBOX.nextChar > 0.0f) return;
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switch(TEXTBOX.text[TEXTBOX.textIndex]) {
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// Exaggerate the pause for these characters
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case '\n':
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case '.':
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case ',':
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case ';':
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case ':':
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TEXTBOX.nextChar = TEXTBOX_CHARS_PAUSE_DELAY;
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break;
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default:
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TEXTBOX.nextChar = (1.0f / TEXTBOX_CHARS_PER_SECOND);
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break;
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}
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TEXTBOX.textIndex++;
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TEXTBOX.textIndex++;
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TEXTBOX.nextChar = (1.0f / TEXTBOX_CHARS_PER_SECOND);
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}
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}
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@ -14,7 +14,7 @@
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(DRAW_UI_TEXTBOX_HEIGHT - 2) * (DRAW_UI_TEXTBOX_WIDTH - 2) \
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(DRAW_UI_TEXTBOX_HEIGHT - 2) * (DRAW_UI_TEXTBOX_WIDTH - 2) \
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)
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)
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#define TEXTBOX_CHARS_PER_SECOND 25
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#define TEXTBOX_CHARS_PER_SECOND 25
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#define TEXTBOX_BLINKS_PER_SECOND 2
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#define TEXTBOX_CHARS_PAUSE_DELAY 0.15f
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typedef struct {
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typedef struct {
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char_t title[TEXTBOX_TITLE_MAX+1];
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char_t title[TEXTBOX_TITLE_MAX+1];
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