#ifndef GUARD_TEXTBOX_H #define GUARD_TEXTBOX_H #include "structs/str_position.h" enum { SCRIPT_TEXT_TYPE_INSTANT, // 0x32 Used for narration and signposts SCRIPT_TEXT_TYPE_PLAYER, // 0x33 Used for player's thoughts, player's dialogue and Murky Cave's judge of darkness SCRIPT_TEXT_TYPE_NPC, // 0x34 Used for all NPCs, has the speaker's name and dialogue sound SCRIPT_TEXT_TYPE_LETTER, // 0x35 Used for Mails/Letters. Has a dialogue sound when priting text, similarly to SCRIPT_TEXT_TYPE_NPC SCRIPT_TEXT_TYPE_4, // 0x36 Used for sound-like texts such as "Flap-flap" or roars "Gyaaaaaaaah". It doesn't wait for button press, so the message just closes after printing unless WAIT command is used afterwards. }; void TextboxInit(void); void TextboxFree(void); void TextboxResetAll(void); void SetAutoPressTextboxFrames(s32 frames); void SetAutoPressTextboxMidEndMsgFrames(s32 endMsgFrames, s32 midMsgFrames); bool8 ScriptClearTextbox(void); bool8 ScriptClearTextbox2(void); void ResetTextboxPortrait(s16 id_); bool8 ScriptSetPortraitInfo(s32 portraitId_, s32 spriteId_, s32 placementId_); bool8 ScriptSetPortraitPosDelta(s32 portraitId_, PixelPos *newPosDelta); bool8 ScriptPrintText(s32 scriptMsgType, s32 speakerId_, const char *text); #endif // GUARD_WONDER_MAIL_H