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https://github.com/risingPhil/PokeMe64.git
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It doesn't look like much, but it's functional ;-) It can inject distribution pokémon into gen 1 and gen 2 original cartridges and inject the GS ball in Pokémon Crystal. That's it. But that was the minimal feature set I had in mind for the project. In the Readme.md you can find the ideas I have for expanding the project. But the first priority is the UI, because it really looks bad right now. (as I was mostly focused on building blocks and transfer pak functionality. Not on making it looks good)
118 lines
3.8 KiB
C++
Executable File
118 lines
3.8 KiB
C++
Executable File
#ifndef _DIALOGWIDGET_H
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#define _DIALOGWIDGET_H
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#include "widget/IWidget.h"
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#include "core/Sprite.h"
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#include "core/RDPQGraphics.h"
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#define DIALOG_TEXT_SIZE 512
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class AnimationManager;
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typedef struct DialogData
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{
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char text[DIALOG_TEXT_SIZE];
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// optional sprite of a character that is saying the dialog text
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sprite_t* characterSprite;
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SpriteRenderSettings characterSpriteSettings;
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// bounds of the character sprite relative to the widget
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Rectangle characterSpriteBounds;
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bool characterSpriteVisible;
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sprite_t* buttonSprite;
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SpriteRenderSettings buttonSpriteSettings;
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// bounds of the button sprite relative to the widget
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Rectangle buttonSpriteBounds;
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bool buttonSpriteVisible;
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// The next Dialog
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struct DialogData* next;
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bool shouldReleaseWhenDone;
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bool userAdvanceBlocked;
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//TODO: dialog sound
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} DialogData;
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typedef struct DialogWidgetStyle
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{
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sprite_t* backgroundSprite;
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SpriteRenderSettings backgroundSpriteSettings;
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TextRenderSettings textSettings;
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int marginLeft;
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int marginRight;
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int marginTop;
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int marginBottom;
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} DialogWidgetStyle;
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/**
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* This widget is used to display dialog text (usually at the bottom of the screen)
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* You can specify a dialog sequence with the DialogData struct to be shown to the user.
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*
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* When the dialog has finished (after the user presses A when the last DialogData entry was shown)
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* the onDialogFinished callback function (if any) will be triggered.
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*
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* If you press the A button, the DialogWidget advances to the next DialogData entry (if any)
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* or (like I said before) triggers the onDialogFinished callback.
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*/
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class DialogWidget : public IWidget
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{
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public:
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DialogWidget(AnimationManager& animationManager);
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virtual ~DialogWidget();
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const DialogWidgetStyle& getStyle() const;
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void setStyle(const DialogWidgetStyle& style);
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void setData(DialogData* data);
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void appendDialogData(DialogData* data);
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bool isFocused() const override;
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void setFocused(bool isFocused) override;
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bool isVisible() const override;
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void setVisible(bool visible) override;
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Rectangle getBounds() const override;
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void setBounds(const Rectangle& bounds) override;
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Dimensions getSize() const override;
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/**
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* @brief Sets a callback function that will be called when we run out of dialog
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*/
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void setOnDialogFinishedCallback(void (*onDialogFinishedCb)(void*), void* context);
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/**
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* @brief Advances the current dialog -> the next DialogData entry (if any) will be shown
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* or the onDialogFinished callback will be triggered
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*/
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void advanceDialog();
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bool handleUserInput(const joypad_inputs_t& userInput) override;
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void render(RDPQGraphics& gfx, const Rectangle& parentBounds) override;
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protected:
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private:
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/**
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* @brief Indicates if the user is allowed to advance the dialog (yet)
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* This could be used -for example- to restrict advancing until after a certain amount of time
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* For example: waiting until a sound has played. (not implemented yet though)
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*/
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bool isAdvanceAllowed() const;
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AnimationManager& animationManager_;
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Rectangle bounds_;
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DialogWidgetStyle style_;
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DialogData* data_;
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void (*onDialogFinishedCb_)(void*);
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void *onDialogFinishedCbContext_;
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bool focused_;
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bool visible_;
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bool btnAPressedOnPrevCheck_;
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};
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/**
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* @brief This function sets the text field of the DialogData struct with snprintf
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*
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* @param data the DialogData struct to fill
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* @param format the printf format string
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* @param ... variable arguments to use within the snprintf call
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*/
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void setDialogDataText(DialogData& data, const char* format, ...);
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#endif |