1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2025-01-05 00:19:44 +01:00

Add textbuttons() script command, make Violet's ENTER dialogue dynamic

Violet's dialogue now looks like this:

squeak(purple)
text(purple,0,0,2)
Remember that you can press {b_map}
to check where you are on the map!
position(purple,above)
textbuttons()
speak_active

The new textbuttons() command sets the next textbox to replace {b_map}
with the map button, and {b_int} with the interact button. The
remaining keys would be added as soon as they need to be added to
ActionSets.h as well.
This commit is contained in:
Dav999-v 2023-03-18 22:31:13 +01:00 committed by Misa Elizabeth Kai
parent 3354a1a352
commit 620365614d
8 changed files with 75 additions and 4 deletions

View file

@ -76,10 +76,11 @@
<cutscene id="bigopenworldskip" explanation="">
<dialogue speaker="purple" english="I&apos;ll be right here if you need any help!" translation=""/>
</cutscene>
<cutscene id="talkpurple_intro" explanation="">
<cutscene id="talkpurple_intro" explanation="***ENTER is OUTDATED***">
<dialogue speaker="player" english="I&apos;m feeling a bit overwhelmed, Doctor." translation=""/>
<dialogue speaker="player" english="Where do I begin?" translation=""/>
<dialogue speaker="purple" english="Remember that you can press ENTER to check where you are on the map!" translation=""/>
<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation=""/>
<dialogue speaker="purple" english="Look for areas where the rest of the crew might be..." translation=""/>
<dialogue speaker="purple" english="If you get lost, you can get back to the ship from any teleporter." translation=""/>
<dialogue speaker="purple" english="And don&apos;t worry! We&apos;ll find everyone!" translation=""/>

View file

@ -764,6 +764,17 @@ void Graphics::drawtile3( int x, int y, int t, int off, int height_subtract /*=
draw_texture_part(grphx.im_tiles3, x, y, x2, y2, 8, 8 - height_subtract, 1, 1);
}
static void fill_buttons(char* buffer, const size_t buffer_len, const char* line)
{
vformat_buf(buffer, buffer_len,
line,
"b_int:but,"
"b_map:but",
vformat_button(ActionSet_InGame, Action_InGame_Interact),
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
}
void Graphics::drawgui(void)
{
int text_sign;
@ -840,15 +851,44 @@ void Graphics::drawgui(void)
const int b = textboxes[i].b * tl_lerp;
size_t j;
drawpixeltextbox(textboxes[i].xp, yp, textboxes[i].w, textboxes[i].h, r, g, b);
int w = textboxes[i].w;
if (textboxes[i].fill_buttons)
{
/* If we can fill in buttons, the width of the box may change...
* This is Violet's fault. She decided to say a button name out loud. */
int max = 0;
char buffer[SCREEN_WIDTH_CHARS + 1];
for (j = 0; j < textboxes[i].lines.size(); j++)
{
fill_buttons(buffer, sizeof(buffer), textboxes[i].lines[j].c_str());
int len = font::len(textboxes[i].print_flags, buffer);
if (len > max)
{
max = len;
}
}
w = max + 16;
}
drawpixeltextbox(textboxes[i].xp, yp, w, textboxes[i].h, r, g, b);
for (j = 0; j < textboxes[i].lines.size(); j++)
{
const char* line = textboxes[i].lines[j].c_str();
char buffer[SCREEN_WIDTH_CHARS + 1];
if (textboxes[i].fill_buttons)
{
// Fill button placeholders like {b_map} in dialogue text.
fill_buttons(buffer, sizeof(buffer), line);
line = buffer;
}
font::print(
textboxes[i].print_flags | PR_BRIGHTNESS(tl_lerp*255) | PR_CJK_LOW,
textboxes[i].xp + 8,
yp + text_yoff + text_sign * (j * font_height),
textboxes[i].lines[j],
line,
textboxes[i].r, textboxes[i].g, textboxes[i].b
);
}
@ -3148,6 +3188,17 @@ void Graphics::textboxprintflags(const uint32_t flags)
textboxes[m].resize();
}
void Graphics::textboxbuttons(void)
{
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxbuttons() out-of-bounds!");
return;
}
textboxes[m].fill_buttons = true;
}
void Graphics::textboxcommsrelay(void)
{
/* Special treatment for the gamestate textboxes in Comms Relay */

View file

@ -111,6 +111,8 @@ public:
void textboxprintflags(uint32_t flags);
void textboxbuttons(void);
void textboxcommsrelay(void);
void textboxadjust(void);

View file

@ -4,6 +4,7 @@
#include <limits.h>
#include <SDL_timer.h>
#include "Alloc.h"
#include "Constants.h"
#include "CustomLevels.h"
#include "Editor.h"
@ -48,6 +49,7 @@ scriptclass::scriptclass(void)
textpad_right = 0;
textpadtowidth = 0;
textcase = 1;
textbuttons = false;
textlarge = false;
}
@ -798,6 +800,12 @@ void scriptclass::run(void)
|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
}
game.backgroundtext = false;
if (textbuttons)
{
graphics.textboxbuttons();
}
textbuttons = false;
}
else if (words[0] == "endtext")
{
@ -2427,6 +2435,11 @@ void scriptclass::run(void)
}
}
}
else if (words[0] == "textbuttons")
{
// Parse buttons in the next textbox
textbuttons = true;
}
else if (words[0] == "textcase")
{
// Used to disambiguate identical textboxes for translations (1 by default)

View file

@ -111,6 +111,7 @@ public:
size_t textpad_right;
size_t textpadtowidth;
char textcase;
bool textbuttons;
bool textlarge;
//Misc

View file

@ -5054,9 +5054,10 @@ bool scriptclass::load(const std::string& name)
"squeak(purple)",
"text(purple,0,0,2)",
"Remember that you can press ENTER",
"Remember that you can press {b_map}",
"to check where you are on the map!",
"position(purple,above)",
"textbuttons()",
"speak_active",
"squeak(purple)",

View file

@ -27,6 +27,7 @@ textboxclass::textboxclass(void)
large = false;
print_flags = PR_FONT_LEVEL;
fill_buttons = false;
}
void textboxclass::centerx(void)

View file

@ -52,6 +52,7 @@ public:
bool large;
uint32_t print_flags;
bool fill_buttons;
};
#endif /* TEXTBOX_H */