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28 lines
1.3 KiB
C
28 lines
1.3 KiB
C
#ifndef GUARD_TEXTBOX_H
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#define GUARD_TEXTBOX_H
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#include "structs/str_position.h"
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enum
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{
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SCRIPT_TEXT_TYPE_INSTANT, // 0x32 Used for narration and signposts
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SCRIPT_TEXT_TYPE_PLAYER, // 0x33 Used for player's thoughts, player's dialogue and Murky Cave's judge of darkness
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SCRIPT_TEXT_TYPE_NPC, // 0x34 Used for all NPCs, has the speaker's name and dialogue sound
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SCRIPT_TEXT_TYPE_LETTER, // 0x35 Used for Mails/Letters. Has a dialogue sound when priting text, similarly to SCRIPT_TEXT_TYPE_NPC
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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.
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};
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void TextboxInit(void);
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void TextboxFree(void);
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void TextboxResetAll(void);
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void SetAutoPressTextboxFrames(s32 frames);
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void SetAutoPressTextboxMidEndMsgFrames(s32 endMsgFrames, s32 midMsgFrames);
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bool8 ScriptClearTextbox(void);
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bool8 ScriptClearTextbox2(void);
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void ResetTextboxPortrait(s16 id_);
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bool8 ScriptSetPortraitInfo(s32 portraitId_, s32 spriteId_, s32 placementId_);
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bool8 ScriptSetPortraitPosDelta(s32 portraitId_, PixelPos *newPosDelta);
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bool8 ScriptPrintText(s32 scriptMsgType, s32 speakerId_, const char *text);
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#endif // GUARD_WONDER_MAIL_H
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