Still working on my scrolling text and bug fixing.
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63
temp/talk.c
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63
temp/talk.c
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/**
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* Copyright (c) 2021 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 "talk.h"
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void pokerTalkInit(poker_t *poker) {
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poker->talkText = NULL;
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poker->talkTextInfo = NULL;
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poker->textLastWidth = 0;
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}
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void pokerTalkDispose(poker_t *poker) {
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if(poker->talkTextInfo == NULL) return;
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fontTextInfoDispose(poker->talkTextInfo);
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primitiveDispose(&poker->talkPrimitive);
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}
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void pokerTalkTextRebuffer(poker_t *poker) {
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// Check if we need to force a redraw or not.
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if(poker->talkText == NULL || poker->textLastWidth != poker->guiWidth) {
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if(poker->talkTextInfo != NULL) {
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fontTextInfoDispose(poker->talkTextInfo);
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primitiveDispose(&poker->talkPrimitive);
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poker->talkTextInfo = NULL;
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}
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}
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if(poker->talkText == NULL) return;
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// Rebuffer
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poker->talkTextInfo = fontTextClamp(&poker->font, poker->talkText, poker->guiWidth);
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fontTextInit(&poker->font, &poker->talkPrimitive, poker->talkTextInfo);
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}
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void pokerTalkRender(poker_t *poker, input_t *input) {
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pokerTalkTextRebuffer(poker);
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if(poker->talkTextInfo == NULL) return;
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// Render text
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shaderUsePosition(&poker->shader,
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0,POKER_GUI_HEIGHT-poker->talkTextInfo->height,0,
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0,0,0
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);
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shaderUseTexture(&poker->shader, &poker->font.texture);
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primitiveDraw(&poker->talkPrimitive, 0, -1);
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if(inputIsPressed(input, INPUT_ACCEPT)) {
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poker->talkText = NULL;
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}
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}
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void pokerTalk(poker_t *poker, char *text) {
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poker->talkText = text;
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poker->roundTextCounter++;
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}
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bool pokerTalkIsTalking(poker_t *poker) {
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return poker->talkText != NULL || poker->talkTextInfo != NULL;
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}
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53
temp/talk.h
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53
temp/talk.h
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@ -0,0 +1,53 @@
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/**
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* Copyright (c) 2021 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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#pragma once
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#include <dawn/dawn.h>
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#include "../../display/gui/font.h"
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#include "../../display/primitive.h"
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#include "../../display/shader.h"
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#include "../../input/input.h"
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/**
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* Initializes the talk manager.
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* @param poker The poker game context.
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*/
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void pokerTalkInit(poker_t *poker);
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/**
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* Disposes and cleans the talk manager context.
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* @param poker Poker instance.
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*/
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void pokerTalkDispose(poker_t *poker);
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/**
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* Internal method. Checks for changes and rebuffers the talk text information
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* when scene changes occur.
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* @param poker Poker game context to buffer for.
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*/
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void pokerTalkTextRebuffer(poker_t *poker);
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/**
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* Tick render method for the poker talk manager.
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* @param poker Poker manager context.
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* @param input Input manager to listen to.
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*/
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void pokerTalkRender(poker_t *poker, input_t *input);
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/**
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* Requests the talk manager to begin speaking some text.
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* @param poker Poker game context
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* @param text Text to speak. Please ensure this is kept alive during talk.
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*/
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void pokerTalk(poker_t *poker, char *text);
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/**
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* Returns true if the poker text manager is still running the talk.
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* @param poker Poker manager.
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* @returns True while the game is still running active text.
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*/
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bool pokerTalkIsTalking(poker_t *poker);
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