mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
Split textwraps, move more textboxes to new system
This splits the text wrapping functionality of Graphics::textboxwrap to a new function textboxclass::wrap, and with this new function, some more text boxes can be moved to the new TEXTTRANSLATE_FUNCTION system. Namely, Game Saved (specifically the game failing to save text box), instructional text boxes in Space Station 1, and the Intermission 1 instructional text boxes.
This commit is contained in:
parent
de00dd4031
commit
94b9722b7b
4 changed files with 233 additions and 143 deletions
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@ -806,6 +806,21 @@ void Game::actionprompt_textbox(void)
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graphics.textboxapplyposition();
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}
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static void savetele_textbox_success(textboxclass* THIS)
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{
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THIS->lines.clear();
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THIS->lines.push_back(loc::gettext("Game Saved"));
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THIS->pad(3, 3);
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}
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static void savetele_textbox_fail(textboxclass* THIS)
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{
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THIS->lines.clear();
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THIS->lines.push_back(loc::gettext("ERROR: Could not save game!"));
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THIS->wrap(2);
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THIS->pad(1, 1);
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}
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void Game::savetele_textbox(void)
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{
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if (inspecial() || map.custommode)
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@ -815,21 +830,174 @@ void Game::savetele_textbox(void)
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if (savetele())
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{
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graphics.createtextboxflipme(loc::gettext("Game Saved"), -1, 12, TEXT_COLOUR("gray"));
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graphics.createtextboxflipme("", -1, 12, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxpad(3, 3);
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graphics.textboxcenterx();
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graphics.textboxtimer(25);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, savetele_textbox_success);
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}
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else
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{
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graphics.createtextboxflipme(loc::gettext("ERROR: Could not save game!"), -1, 12, TEXT_COLOUR("red"));
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graphics.createtextboxflipme("", -1, 12, TEXT_COLOUR("red"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(2);
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graphics.textboxpad(1, 1);
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graphics.textboxcenterx();
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graphics.textboxtimer(50);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, savetele_textbox_fail);
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}
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graphics.textboxapplyposition();
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}
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static void wasd_textbox(textboxclass* THIS)
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{
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THIS->lines.clear();
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THIS->lines.push_back(BUTTONGLYPHS_get_wasd_text());
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THIS->wrap(4);
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THIS->centertext();
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THIS->pad(2, 2);
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}
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static void flip_textbox(textboxclass* THIS)
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{
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THIS->lines.clear();
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char buffer[SCREEN_WIDTH_CHARS*3 + 1];
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vformat_buf(
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buffer, sizeof(buffer),
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loc::gettext("Press {button} to flip"),
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"button:but",
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vformat_button(ActionSet_InGame, Action_InGame_ACTION)
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);
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THIS->lines.push_back(buffer);
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THIS->wrap(4);
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THIS->centertext();
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THIS->pad(2, 2);
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}
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static void arrowkey_textbox(textboxclass* THIS)
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{
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THIS->lines.clear();
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THIS->lines.push_back(loc::gettext("If you prefer, you can press UP or DOWN instead of ACTION to flip."));
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THIS->wrap(2);
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THIS->centertext();
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THIS->pad(1, 1);
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}
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static void map_textbox(textboxclass* THIS)
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{
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THIS->lines.clear();
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char buffer[SCREEN_WIDTH_CHARS*3 + 1];
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vformat_buf(
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buffer, sizeof(buffer),
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loc::gettext("Press {button} to view map and quicksave"),
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"button:but",
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vformat_button(ActionSet_InGame, Action_InGame_Map)
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);
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THIS->lines.push_back(buffer);
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THIS->wrap(4);
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THIS->centertext();
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THIS->pad(2, 2);
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}
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static void im1_instructions_textbox1(textboxclass* THIS)
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{
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extern Game game;
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THIS->lines.clear();
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// Intermission 1 instructional textbox, depends on last saved
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const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
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const char* crewmate;
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switch (game.lastsaved)
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{
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case 2:
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crewmate = "Vitellary";
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break;
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case 3:
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crewmate = "Vermilion";
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break;
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case 4:
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crewmate = "Verdigris";
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break;
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case 5:
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crewmate = "Victoria";
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break;
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default:
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crewmate = "your companion";
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}
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char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
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vformat_buf(english, sizeof(english),
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"When you're standing on the {floorceiling}, {crewmate} will try to walk to you.",
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"floorceiling:str, crewmate:str",
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floorceiling, crewmate
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);
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THIS->lines.push_back(loc::gettext(english));
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THIS->wrap(2);
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THIS->padtowidth(36*8);
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}
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static void im1_instructions_textbox2(textboxclass* THIS)
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{
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extern Game game;
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THIS->lines.clear();
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// Intermission 1 instructional textbox, depends on last saved
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const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
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const char* crewmate;
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switch (game.lastsaved)
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{
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case 2:
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crewmate = "Vitellary";
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break;
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case 3:
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crewmate = "Vermilion";
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break;
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case 4:
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crewmate = "Verdigris";
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break;
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case 5:
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crewmate = "Victoria";
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break;
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default:
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crewmate = "your companion";
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}
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char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
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vformat_buf(english, sizeof(english),
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"When you're NOT standing on the {floorceiling}, {crewmate} will stop and wait for you.",
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"floorceiling:str, crewmate:str",
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floorceiling, crewmate
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);
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THIS->lines.push_back(loc::gettext(english));
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THIS->wrap(2);
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THIS->padtowidth(36*8);
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}
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static void im1_instructions_textbox3(textboxclass* THIS)
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{
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extern Game game;
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THIS->lines.clear();
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// Intermission 1 instructional textbox, depends on last saved
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const char* english;
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switch (game.lastsaved)
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{
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case 2:
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case 3:
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case 4:
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english = "You can't continue to the next room until he is safely across.";
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break;
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case 5:
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english = "You can't continue to the next room until she is safely across.";
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break;
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default:
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english = "You can't continue to the next room until they are safely across.";
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}
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THIS->lines.push_back(loc::gettext(english));
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THIS->wrap(2);
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THIS->padtowidth(36*8);
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}
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void Game::setstate(const int gamestate)
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@ -918,13 +1086,12 @@ void Game::updatestate(void)
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break;
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case 4:
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//End of opening cutscene for now
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graphics.createtextbox(BUTTONGLYPHS_get_wasd_text(), -1, 195, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 195, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(4);
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graphics.textboxcentertext();
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graphics.textboxpad(2, 2);
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graphics.textboxcenterx();
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graphics.textboxtimer(60);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, wasd_textbox);
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graphics.textboxapplyposition();
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setstate(0);
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break;
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case 5:
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@ -951,21 +1118,12 @@ void Game::updatestate(void)
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{
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obj.flags[13] = true;
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char buffer[SCREEN_WIDTH_CHARS*3 + 1];
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vformat_buf(
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buffer, sizeof(buffer),
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loc::gettext("Press {button} to view map and quicksave"),
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"button:but",
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vformat_button(ActionSet_InGame, Action_InGame_Map)
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);
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graphics.createtextbox(buffer, -1, 155, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 155, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(4);
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graphics.textboxcentertext();
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graphics.textboxpad(2, 2);
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graphics.textboxcenterx();
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graphics.textboxtimer(60);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, map_textbox);
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graphics.textboxapplyposition();
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}
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setstate(0);
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break;
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@ -1024,70 +1182,27 @@ void Game::updatestate(void)
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break;
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case 11:
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{
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//Intermission 1 instructional textbox, depends on last saved
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graphics.textboxremovefast();
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const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
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const char* crewmate;
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switch (lastsaved)
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{
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case 2:
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crewmate = "Vitellary";
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break;
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case 3:
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crewmate = "Vermilion";
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break;
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case 4:
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crewmate = "Verdigris";
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break;
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case 5:
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crewmate = "Victoria";
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break;
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default:
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crewmate = "your companion";
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}
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char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
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vformat_buf(english, sizeof(english),
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"When you're NOT standing on the {floorceiling}, {crewmate} will stop and wait for you.",
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"floorceiling:str, crewmate:str",
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floorceiling, crewmate
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);
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graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(2);
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graphics.textboxpadtowidth(36*8);
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graphics.textboxcenterx();
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graphics.textboxtimer(180);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox2);
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graphics.textboxapplyposition();
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setstate(0);
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break;
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}
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case 12:
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//Intermission 1 instructional textbox, depends on last saved
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obj.removetrigger(12);
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if (!obj.flags[61])
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{
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obj.flags[61] = true;
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graphics.textboxremovefast();
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const char* english;
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switch (lastsaved)
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{
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case 2:
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case 3:
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case 4:
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english = "You can't continue to the next room until he is safely across.";
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break;
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case 5:
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english = "You can't continue to the next room until she is safely across.";
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break;
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default:
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english = "You can't continue to the next room until they are safely across.";
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}
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graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(2);
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graphics.textboxpadtowidth(36*8);
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graphics.textboxcenterx();
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graphics.textboxtimer(120);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox3);
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graphics.textboxapplyposition();
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}
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setstate(0);
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break;
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@ -1098,43 +1213,15 @@ void Game::updatestate(void)
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setstate(0);
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break;
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case 14:
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{
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//Intermission 1 instructional textbox, depends on last saved
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const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
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const char* crewmate;
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switch (lastsaved)
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{
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case 2:
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crewmate = "Vitellary";
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break;
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case 3:
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crewmate = "Vermilion";
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break;
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case 4:
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crewmate = "Verdigris";
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break;
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case 5:
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crewmate = "Victoria";
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break;
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default:
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crewmate = "your companion";
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}
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char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
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vformat_buf(english, sizeof(english),
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"When you're standing on the {floorceiling}, {crewmate} will try to walk to you.",
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"floorceiling:str, crewmate:str",
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floorceiling, crewmate
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);
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graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(2);
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graphics.textboxpadtowidth(36*8);
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graphics.textboxcenterx();
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graphics.textboxtimer(280);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox1);
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graphics.textboxapplyposition();
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setstate(0);
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break;
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}
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case 15:
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{
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//leaving the naughty corner
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@ -1164,13 +1251,12 @@ void Game::updatestate(void)
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obj.removetrigger(17);
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if (BUTTONGLYPHS_keyboard_is_active())
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{
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graphics.createtextbox(loc::gettext("If you prefer, you can press UP or DOWN instead of ACTION to flip."), -1, 187, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 187, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(2);
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graphics.textboxcentertext();
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graphics.textboxpad(1, 1);
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graphics.textboxcenterx();
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graphics.textboxtimer(100);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, arrowkey_textbox);
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graphics.textboxapplyposition();
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}
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setstate(0);
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break;
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@ -1200,20 +1286,12 @@ void Game::updatestate(void)
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obj.flags[3] = true;
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setstate(0);
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char buffer[SCREEN_WIDTH_CHARS*3 + 1];
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vformat_buf(
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buffer, sizeof(buffer),
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loc::gettext("Press {button} to flip"),
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"button:but",
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vformat_button(ActionSet_InGame, Action_InGame_ACTION)
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);
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graphics.createtextbox(buffer, -1, 25, TEXT_COLOUR("gray"));
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graphics.createtextbox("", -1, 25, TEXT_COLOUR("gray"));
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graphics.textboxprintflags(PR_FONT_INTERFACE);
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graphics.textboxwrap(4);
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graphics.textboxcentertext();
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graphics.textboxpad(2, 2);
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graphics.textboxcenterx();
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graphics.textboxtimer(60);
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graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, flip_textbox);
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graphics.textboxapplyposition();
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}
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obj.removetrigger(22);
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break;
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@ -3240,39 +3240,14 @@ void Graphics::textboxcentery(void)
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int Graphics::textboxwrap(int pad)
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{
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/* This function just takes a single-line textbox and wraps it...
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* pad = the total number of characters we are going to pad this textbox.
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* (or how many characters we should stay clear of 288 pixels width in general)
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* Only to be used after a manual graphics.createtextbox[flipme] call.
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* Returns the new, total height of the textbox. */
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// TODO: delete this function?
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if (!INBOUNDS_VEC(m, textboxes))
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{
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vlog_error("textboxwrap() out-of-bounds!");
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return 16;
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}
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if (textboxes[m].lines.empty())
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{
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vlog_error("textboxwrap() has no first line!");
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return 16;
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}
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std::string wrapped = font::string_wordwrap_balanced(
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textboxes[m].print_flags,
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textboxes[m].lines[0],
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36 * 8 - pad * 8
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);
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textboxes[m].lines.clear();
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size_t startline = 0;
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size_t newline;
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do {
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size_t pos_n = wrapped.find('\n', startline);
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size_t pos_p = wrapped.find('|', startline);
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newline = SDL_min(pos_n, pos_p);
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addline(wrapped.substr(startline, newline-startline));
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startline = newline + 1;
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} while (newline != std::string::npos);
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return textboxes[m].h;
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return textboxes[m].wrap(pad);
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}
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void Graphics::textboxpad(size_t left_pad, size_t right_pad)
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@ -5,6 +5,7 @@
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#include "Font.h"
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#include "Localization.h"
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#include "UTF8.h"
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#include "Vlogging.h"
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textboxclass::textboxclass(int gap)
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{
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|
@ -255,6 +256,40 @@ void textboxclass::centertext(void)
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padtowidth(w-16);
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}
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int textboxclass::wrap(int pad)
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{
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/* This function just takes a single-line textbox and wraps it...
|
||||
* pad = the total number of characters we are going to pad this textbox.
|
||||
* (or how many characters we should stay clear of 288 pixels width in general)
|
||||
* Only to be used after a manual graphics.createtextbox[flipme] call,
|
||||
* or the retranslation of a text box created with said call.
|
||||
* Returns the new, total height of the textbox. */
|
||||
if (lines.empty())
|
||||
{
|
||||
vlog_error("textboxclass::wrap() has no first line!");
|
||||
return 16;
|
||||
}
|
||||
|
||||
std::string wrapped = font::string_wordwrap_balanced(
|
||||
print_flags,
|
||||
lines[0],
|
||||
36 * 8 - pad * 8
|
||||
);
|
||||
lines.clear();
|
||||
|
||||
size_t startline = 0;
|
||||
size_t newline;
|
||||
do {
|
||||
size_t pos_n = wrapped.find('\n', startline);
|
||||
size_t pos_p = wrapped.find('|', startline);
|
||||
newline = SDL_min(pos_n, pos_p);
|
||||
addline(wrapped.substr(startline, newline-startline));
|
||||
startline = newline + 1;
|
||||
} while (newline != std::string::npos);
|
||||
|
||||
return h;
|
||||
}
|
||||
|
||||
void textboxclass::copyoriginaltext(void)
|
||||
{
|
||||
// Copy the original back, but keep the limit of lines in mind
|
||||
|
|
|
@ -95,6 +95,8 @@ public:
|
|||
|
||||
void centertext(void);
|
||||
|
||||
int wrap(int pad);
|
||||
|
||||
void copyoriginaltext(void);
|
||||
|
||||
void applyoriginalspacing(void);
|
||||
|
|
Loading…
Reference in a new issue