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bryanthaboi
2026-07-17 20:30:02 -04:00
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-- The lower dialogue box: bordered 20x6-tile window, typewriter effect,
-- two visible text lines, A to advance.
--
-- Text markers (from the extractor): \n = second line, \v = scroll one
-- line up, \f = page break (wait for A, clear). {PLAYER}/{RIVAL} etc. are
-- substituted before display. Pushed on the state stack; pops itself when
-- the text is exhausted and A is pressed, then calls onDone.
local Font = require("src.render.Font")
local TextBox = {}
TextBox.__index = TextBox
local BOX_TX, BOX_TY, BOX_TW, BOX_TH = 0, 12, 20, 6
local LINE1_Y, LINE2_Y = (BOX_TY + 2) * 8, (BOX_TY + 4) * 8
local TEXT_X = 8
local MAX_COLS = 18
-- opts.choice: when the last page has typed out, a YES/NO ChoiceBox pops
-- up over the still-visible text (YesNoChoicePokeCenter and friends);
-- the box then closes and choice(yes) runs instead of onDone.
-- opts.defaultNo starts the cursor on NO.
-- opts.auto: texts with no `prompt` (a text_asm/text_end tail, like
-- _UsedStrengthText) never wait for a button: once the last page has
-- typed out, auto.sound() runs (returning an audio source blocks like
-- WaitForSoundToFinish; nil headless), then auto.delay frames pass
-- (default 3, Delay3) and the box pops itself + calls onDone. No
-- blinking cursor, no Press_AB beep.
function TextBox.new(game, text, onDone, opts)
local self = setmetatable({}, TextBox)
self.game = game
self.onDone = onDone
self.choice = opts and opts.choice
self.defaultNo = opts and opts.defaultNo
self.auto = opts and opts.auto
text = TextBox.substitute(game, text)
self.pages = TextBox.paginate(text)
self.pageIndex = 1
self.lineIndex = 1
self.charIndex = 0
self.shown = {} -- visible lines (max 2), each a list of glyph codes
self.waiting = false
self.done = false
self.blink = 0
self:beginLine()
return self
end
function TextBox.substitute(game, text)
local save = game.save
text = text:gsub("{PLAYER}", save.player.name or "RED")
text = text:gsub("{RIVAL}", save.player.rival or "BLUE")
-- wStringBuffer: give_item copies the item name here, like GiveItem ->
-- CopyToStringBuffer (home/give.asm); "received item!" texts read it
-- (staying set afterwards mirrors pokered's stale-buffer semantics)
if game.stringBuffer then
text = text:gsub("{RAM:wStringBuffer}", game.stringBuffer)
end
text = text:gsub("{[%w_:]+}", "") -- other runtime tokens: drop visibly-empty
return text
end
-- Split marked-up text into pages of lines. \v-scrolled lines become
-- additional lines on the same page (the box scrolls them).
function TextBox.paginate(text)
local pages = {}
for pageText in (text .. "\f"):gmatch("(.-)\f") do
if pageText ~= "" then
local lines = {}
for chunk in (pageText .. "\n"):gmatch("(.-)[\n\v]") do
local line = chunk
-- wrap long lines defensively (the source rarely needs it)
while #line > MAX_COLS do
local cut = MAX_COLS
for i = MAX_COLS, 1, -1 do
if line:sub(i, i) == " " then cut = i break end
end
table.insert(lines, line:sub(1, cut))
line = line:sub(cut + 1)
end
table.insert(lines, line)
end
-- drop trailing empty line from the final gmatch round
if lines[#lines] == "" then table.remove(lines) end
if #lines > 0 then table.insert(pages, lines) end
end
end
if #pages == 0 then pages = { { "" } } end
return pages
end
function TextBox:currentLine()
return self.pages[self.pageIndex][self.lineIndex]
end
function TextBox:beginLine()
self.charIndex = 0
self.codes = Font.encode(self:currentLine())
if #self.shown >= 2 then
table.remove(self.shown, 1)
self.scrollPx = 8 -- pixel scroll-up (ScrollTextUpOneLine)
end
table.insert(self.shown, {})
end
function TextBox:update(dt)
local input = self.game.input
self.blink = (self.blink + 1) % 60
if self.done then
if self.auto then
if not self.autoStarted then
self.autoStarted = true
self.autoSrc = self.auto.sound and self.auto.sound() or nil
self.autoTimer = 0
end
if self.autoSrc and self.autoSrc.isPlaying and self.autoSrc:isPlaying() then
return -- the cry is still sounding (WaitForSoundToFinish)
end
self.autoTimer = self.autoTimer + 1
local delay = self.auto.delay or 3
-- auto.onOverlap: fired once when the delay elapses but before the
-- box closes, so an overlay (the Pallet "!" bubble) can appear
-- while the box is still on screen; the box then lingers
-- auto.overlap more frames before popping (scripts/PalletTown.asm
-- PalletTownOakText: DelayFrames 10 then EmotionBubble over the
-- still-shown "Hey! Wait!" box).
if self.auto.onOverlap and not self.overlapFired
and self.autoTimer >= delay then
self.overlapFired = true
self.auto.onOverlap()
end
if self.autoTimer >= delay + (self.auto.overlap or 0) then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
return
end
if self.choice then
if not self.choicePushed then
self.choicePushed = true
local ChoiceBox = require("src.ui.ChoiceBox")
self.game.stack:push(ChoiceBox.new(self.game, function(yes)
self.game.stack:pop() -- this text box, under the choice
self.choice(yes)
end, { defaultNo = self.defaultNo }))
end
return
end
if input:wasPressed("a") or input:wasPressed("b") then
require("src.core.Sound").play(self.game.data, "Press_AB")
self.game.stack:pop()
if self.onDone then self.onDone() end
end
return
end
if self.waiting then
if input:wasPressed("a") or input:wasPressed("b") then
require("src.core.Sound").play(self.game.data, "Press_AB")
self.waiting = false
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
end
return
end
-- typewriter cadence: one character every N frames, N = the OPTION
-- text speed (TextSpeedOptionData frame delays 1/3/5); holding A/B
-- prints every frame like the original's held-button fast path
local delay = (self.game.save.options and self.game.save.options.textSpeed) or 3
if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
if input:isDown("a") or input:isDown("b") then delay = 1 end
self.charTimer = (self.charTimer or 0) + 1
while self.charTimer >= delay do
self.charTimer = self.charTimer - delay
if self.charIndex < #self.codes then
self.charIndex = self.charIndex + 1
local line = self.shown[#self.shown]
line[#line + 1] = self.codes[self.charIndex]
else
-- line finished
local page = self.pages[self.pageIndex]
if self.lineIndex < #page then
self.lineIndex = self.lineIndex + 1
self:beginLine()
elseif self.pageIndex < #self.pages then
self.waiting = true
else
self.done = true
end
break
end
end
end
function TextBox:draw()
Font.drawBox(BOX_TX, BOX_TY, BOX_TW, BOX_TH)
love.graphics.setColor(0, 0, 0, 1)
if self.scrollPx and self.scrollPx > 0 then
self.scrollPx = self.scrollPx - 2
if self.scrollPx <= 0 then self.scrollPx = nil end
end
local off = self.scrollPx or 0
local ys = { LINE1_Y, LINE2_Y }
for i, line in ipairs(self.shown) do
local y = (ys[i] or LINE2_Y) + off
for j, code in ipairs(line) do
Font.drawCode(code, TEXT_X + (j - 1) * 8, y)
end
end
if (self.waiting or (self.done and not self.choice and not self.auto))
and self.blink < 30 then
-- page-advance cursor: glyph $EE, the blinking down arrow the original
-- prints via `ld a, "▼"` (home/text.asm)
Font.drawCode(0xEE, 18 * 8, (BOX_TY + 5) * 8 - 4)
end
love.graphics.setColor(1, 1, 1, 1)
end
return TextBox