mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
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:
@@ -806,6 +806,21 @@ void Game::actionprompt_textbox(void)
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
|
||||
static void savetele_textbox_success(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
THIS->lines.push_back(loc::gettext("Game Saved"));
|
||||
THIS->pad(3, 3);
|
||||
}
|
||||
|
||||
static void savetele_textbox_fail(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
THIS->lines.push_back(loc::gettext("ERROR: Could not save game!"));
|
||||
THIS->wrap(2);
|
||||
THIS->pad(1, 1);
|
||||
}
|
||||
|
||||
void Game::savetele_textbox(void)
|
||||
{
|
||||
if (inspecial() || map.custommode)
|
||||
@@ -815,21 +830,174 @@ void Game::savetele_textbox(void)
|
||||
|
||||
if (savetele())
|
||||
{
|
||||
graphics.createtextboxflipme(loc::gettext("Game Saved"), -1, 12, TEXT_COLOUR("gray"));
|
||||
graphics.createtextboxflipme("", -1, 12, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxpad(3, 3);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(25);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, savetele_textbox_success);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.createtextboxflipme(loc::gettext("ERROR: Could not save game!"), -1, 12, TEXT_COLOUR("red"));
|
||||
graphics.createtextboxflipme("", -1, 12, TEXT_COLOUR("red"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(2);
|
||||
graphics.textboxpad(1, 1);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(50);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, savetele_textbox_fail);
|
||||
}
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
|
||||
static void wasd_textbox(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
THIS->lines.push_back(BUTTONGLYPHS_get_wasd_text());
|
||||
THIS->wrap(4);
|
||||
THIS->centertext();
|
||||
THIS->pad(2, 2);
|
||||
}
|
||||
|
||||
static void flip_textbox(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
|
||||
char buffer[SCREEN_WIDTH_CHARS*3 + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("Press {button} to flip"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
THIS->lines.push_back(buffer);
|
||||
THIS->wrap(4);
|
||||
THIS->centertext();
|
||||
THIS->pad(2, 2);
|
||||
}
|
||||
|
||||
static void arrowkey_textbox(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
THIS->lines.push_back(loc::gettext("If you prefer, you can press UP or DOWN instead of ACTION to flip."));
|
||||
THIS->wrap(2);
|
||||
THIS->centertext();
|
||||
THIS->pad(1, 1);
|
||||
}
|
||||
|
||||
static void map_textbox(textboxclass* THIS)
|
||||
{
|
||||
THIS->lines.clear();
|
||||
|
||||
char buffer[SCREEN_WIDTH_CHARS*3 + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("Press {button} to view map and quicksave"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_Map)
|
||||
);
|
||||
|
||||
THIS->lines.push_back(buffer);
|
||||
THIS->wrap(4);
|
||||
THIS->centertext();
|
||||
THIS->pad(2, 2);
|
||||
}
|
||||
|
||||
static void im1_instructions_textbox1(textboxclass* THIS)
|
||||
{
|
||||
extern Game game;
|
||||
THIS->lines.clear();
|
||||
|
||||
// Intermission 1 instructional textbox, depends on last saved
|
||||
const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
|
||||
const char* crewmate;
|
||||
switch (game.lastsaved)
|
||||
{
|
||||
case 2:
|
||||
crewmate = "Vitellary";
|
||||
break;
|
||||
case 3:
|
||||
crewmate = "Vermilion";
|
||||
break;
|
||||
case 4:
|
||||
crewmate = "Verdigris";
|
||||
break;
|
||||
case 5:
|
||||
crewmate = "Victoria";
|
||||
break;
|
||||
default:
|
||||
crewmate = "your companion";
|
||||
}
|
||||
char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
|
||||
vformat_buf(english, sizeof(english),
|
||||
"When you're standing on the {floorceiling}, {crewmate} will try to walk to you.",
|
||||
"floorceiling:str, crewmate:str",
|
||||
floorceiling, crewmate
|
||||
);
|
||||
|
||||
THIS->lines.push_back(loc::gettext(english));
|
||||
THIS->wrap(2);
|
||||
THIS->padtowidth(36*8);
|
||||
}
|
||||
|
||||
static void im1_instructions_textbox2(textboxclass* THIS)
|
||||
{
|
||||
extern Game game;
|
||||
THIS->lines.clear();
|
||||
|
||||
// Intermission 1 instructional textbox, depends on last saved
|
||||
const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
|
||||
const char* crewmate;
|
||||
switch (game.lastsaved)
|
||||
{
|
||||
case 2:
|
||||
crewmate = "Vitellary";
|
||||
break;
|
||||
case 3:
|
||||
crewmate = "Vermilion";
|
||||
break;
|
||||
case 4:
|
||||
crewmate = "Verdigris";
|
||||
break;
|
||||
case 5:
|
||||
crewmate = "Victoria";
|
||||
break;
|
||||
default:
|
||||
crewmate = "your companion";
|
||||
}
|
||||
char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
|
||||
vformat_buf(english, sizeof(english),
|
||||
"When you're NOT standing on the {floorceiling}, {crewmate} will stop and wait for you.",
|
||||
"floorceiling:str, crewmate:str",
|
||||
floorceiling, crewmate
|
||||
);
|
||||
|
||||
THIS->lines.push_back(loc::gettext(english));
|
||||
THIS->wrap(2);
|
||||
THIS->padtowidth(36*8);
|
||||
}
|
||||
|
||||
static void im1_instructions_textbox3(textboxclass* THIS)
|
||||
{
|
||||
extern Game game;
|
||||
THIS->lines.clear();
|
||||
|
||||
// Intermission 1 instructional textbox, depends on last saved
|
||||
const char* english;
|
||||
switch (game.lastsaved)
|
||||
{
|
||||
case 2:
|
||||
case 3:
|
||||
case 4:
|
||||
english = "You can't continue to the next room until he is safely across.";
|
||||
break;
|
||||
case 5:
|
||||
english = "You can't continue to the next room until she is safely across.";
|
||||
break;
|
||||
default:
|
||||
english = "You can't continue to the next room until they are safely across.";
|
||||
}
|
||||
|
||||
THIS->lines.push_back(loc::gettext(english));
|
||||
THIS->wrap(2);
|
||||
THIS->padtowidth(36*8);
|
||||
}
|
||||
|
||||
void Game::setstate(const int gamestate)
|
||||
@@ -918,13 +1086,12 @@ void Game::updatestate(void)
|
||||
break;
|
||||
case 4:
|
||||
//End of opening cutscene for now
|
||||
graphics.createtextbox(BUTTONGLYPHS_get_wasd_text(), -1, 195, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 195, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(4);
|
||||
graphics.textboxcentertext();
|
||||
graphics.textboxpad(2, 2);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(60);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, wasd_textbox);
|
||||
graphics.textboxapplyposition();
|
||||
setstate(0);
|
||||
break;
|
||||
case 5:
|
||||
@@ -951,21 +1118,12 @@ void Game::updatestate(void)
|
||||
{
|
||||
obj.flags[13] = true;
|
||||
|
||||
char buffer[SCREEN_WIDTH_CHARS*3 + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("Press {button} to view map and quicksave"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_Map)
|
||||
);
|
||||
|
||||
graphics.createtextbox(buffer, -1, 155, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 155, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(4);
|
||||
graphics.textboxcentertext();
|
||||
graphics.textboxpad(2, 2);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(60);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, map_textbox);
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
setstate(0);
|
||||
break;
|
||||
@@ -1024,70 +1182,27 @@ void Game::updatestate(void)
|
||||
break;
|
||||
|
||||
case 11:
|
||||
{
|
||||
//Intermission 1 instructional textbox, depends on last saved
|
||||
graphics.textboxremovefast();
|
||||
const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
|
||||
const char* crewmate;
|
||||
switch (lastsaved)
|
||||
{
|
||||
case 2:
|
||||
crewmate = "Vitellary";
|
||||
break;
|
||||
case 3:
|
||||
crewmate = "Vermilion";
|
||||
break;
|
||||
case 4:
|
||||
crewmate = "Verdigris";
|
||||
break;
|
||||
case 5:
|
||||
crewmate = "Victoria";
|
||||
break;
|
||||
default:
|
||||
crewmate = "your companion";
|
||||
}
|
||||
char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
|
||||
vformat_buf(english, sizeof(english),
|
||||
"When you're NOT standing on the {floorceiling}, {crewmate} will stop and wait for you.",
|
||||
"floorceiling:str, crewmate:str",
|
||||
floorceiling, crewmate
|
||||
);
|
||||
graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(2);
|
||||
graphics.textboxpadtowidth(36*8);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(180);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox2);
|
||||
graphics.textboxapplyposition();
|
||||
setstate(0);
|
||||
break;
|
||||
}
|
||||
case 12:
|
||||
//Intermission 1 instructional textbox, depends on last saved
|
||||
obj.removetrigger(12);
|
||||
if (!obj.flags[61])
|
||||
{
|
||||
obj.flags[61] = true;
|
||||
graphics.textboxremovefast();
|
||||
const char* english;
|
||||
switch (lastsaved)
|
||||
{
|
||||
case 2:
|
||||
case 3:
|
||||
case 4:
|
||||
english = "You can't continue to the next room until he is safely across.";
|
||||
break;
|
||||
case 5:
|
||||
english = "You can't continue to the next room until she is safely across.";
|
||||
break;
|
||||
default:
|
||||
english = "You can't continue to the next room until they are safely across.";
|
||||
}
|
||||
graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(2);
|
||||
graphics.textboxpadtowidth(36*8);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(120);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox3);
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
setstate(0);
|
||||
break;
|
||||
@@ -1098,43 +1213,15 @@ void Game::updatestate(void)
|
||||
setstate(0);
|
||||
break;
|
||||
case 14:
|
||||
{
|
||||
//Intermission 1 instructional textbox, depends on last saved
|
||||
const char* floorceiling = graphics.flipmode ? "ceiling" : "floor";
|
||||
const char* crewmate;
|
||||
switch (lastsaved)
|
||||
{
|
||||
case 2:
|
||||
crewmate = "Vitellary";
|
||||
break;
|
||||
case 3:
|
||||
crewmate = "Vermilion";
|
||||
break;
|
||||
case 4:
|
||||
crewmate = "Verdigris";
|
||||
break;
|
||||
case 5:
|
||||
crewmate = "Victoria";
|
||||
break;
|
||||
default:
|
||||
crewmate = "your companion";
|
||||
}
|
||||
char english[SCREEN_WIDTH_TILES*3 + 1]; /* ASCII only */
|
||||
vformat_buf(english, sizeof(english),
|
||||
"When you're standing on the {floorceiling}, {crewmate} will try to walk to you.",
|
||||
"floorceiling:str, crewmate:str",
|
||||
floorceiling, crewmate
|
||||
);
|
||||
graphics.createtextbox(loc::gettext(english), -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 3, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(2);
|
||||
graphics.textboxpadtowidth(36*8);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(280);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, im1_instructions_textbox1);
|
||||
graphics.textboxapplyposition();
|
||||
|
||||
setstate(0);
|
||||
break;
|
||||
}
|
||||
case 15:
|
||||
{
|
||||
//leaving the naughty corner
|
||||
@@ -1164,13 +1251,12 @@ void Game::updatestate(void)
|
||||
obj.removetrigger(17);
|
||||
if (BUTTONGLYPHS_keyboard_is_active())
|
||||
{
|
||||
graphics.createtextbox(loc::gettext("If you prefer, you can press UP or DOWN instead of ACTION to flip."), -1, 187, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 187, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(2);
|
||||
graphics.textboxcentertext();
|
||||
graphics.textboxpad(1, 1);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(100);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, arrowkey_textbox);
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
setstate(0);
|
||||
break;
|
||||
@@ -1200,20 +1286,12 @@ void Game::updatestate(void)
|
||||
obj.flags[3] = true;
|
||||
setstate(0);
|
||||
|
||||
char buffer[SCREEN_WIDTH_CHARS*3 + 1];
|
||||
vformat_buf(
|
||||
buffer, sizeof(buffer),
|
||||
loc::gettext("Press {button} to flip"),
|
||||
"button:but",
|
||||
vformat_button(ActionSet_InGame, Action_InGame_ACTION)
|
||||
);
|
||||
graphics.createtextbox(buffer, -1, 25, TEXT_COLOUR("gray"));
|
||||
graphics.createtextbox("", -1, 25, TEXT_COLOUR("gray"));
|
||||
graphics.textboxprintflags(PR_FONT_INTERFACE);
|
||||
graphics.textboxwrap(4);
|
||||
graphics.textboxcentertext();
|
||||
graphics.textboxpad(2, 2);
|
||||
graphics.textboxcenterx();
|
||||
graphics.textboxtimer(60);
|
||||
graphics.textboxtranslate(TEXTTRANSLATE_FUNCTION, flip_textbox);
|
||||
graphics.textboxapplyposition();
|
||||
}
|
||||
obj.removetrigger(22);
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user