-- 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 Theme = require("src.ui.Theme") local Timing = require("src.core.Timing") local TextBox = {} TextBox.__index = TextBox -- theme-free fallbacks; geometry resolves against Theme.textBox at -- construction time, so an unthemed boot stays byte-identical local BOX_TX, BOX_TY, BOX_TW, BOX_TH = 0, 12, 20, 6 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. -- opts.auto.tick, when given, runs once per frame for as long as the box -- is held open. It is the only per-frame hook a script has while a box is -- up: StateStack updates the top state only, so the overworld and its -- ScriptRunner are frozen underneath (the Pewter JIGGLYPUFF dance drives -- its spin off it, data/scripts/story5.lua, #249). -- opts.stay: text that ends in `done` rather than `prompt` returns from -- PrintText with the box still on screen while the caller keeps running -- (_ViridianSchoolBlackboardText2, data/text/text_2.asm:646). Such a box -- waits for nothing, shows no blinking arrow, and never pops itself -- -- whoever pushed it owns the pop. stay.onShown fires once, on the frame -- the last page finishes typing, which is where the caller pushes whatever -- goes on top of it (#591). 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.choiceNoSound = opts and opts.noSound self.auto = opts and opts.auto self.stay = opts and opts.stay local box = Theme.textBox or {} self.boxTx = box.tx or BOX_TX self.boxTy = box.ty or BOX_TY self.boxTw = box.tw or BOX_TW self.boxTh = box.th or BOX_TH self.maxCols = box.maxCols or MAX_COLS self.textX = (self.boxTx + 1) * 8 self.line1Y = (self.boxTy + 2) * 8 self.line2Y = (self.boxTy + 4) * 8 text = TextBox.substitute(game, text) self.pages = TextBox.paginate(text, self.maxCols) 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.contAdvance = false self.done = false self.blink = 0 self:beginLine() return self end -- The runtime tokens substitute() knows, as handlers the tokens registry -- serves. Each is fn(game, arg) -> replacement, or nil to drop the token. -- RAM keeps pokered's stale-buffer semantics: give_item copies the item -- name into stringBuffer, like GiveItem -> CopyToStringBuffer -- (home/give.asm), and it stays set afterwards. TextBox.TOKENS = { PLAYER = function(game) return game.save.player.name or "RED" end, RIVAL = function(game) return game.save.player.rival or "BLUE" end, RAM = function(game, arg) if arg == "wStringBuffer" then return game.stringBuffer end if arg == "wBoxNumString" then return game.boxNumString end -- SendNewMonToBox / _SentToBoxText reads the deposited nick here if arg == "wBoxMonNicks" then return game.boxMonNicks end return nil end, } function TextBox.registerInto(registry, _, owner) for id, handler in pairs(TextBox.TOKENS) do registry:register(id, handler, owner) end end function TextBox.substitute(game, text) local Tokens = require("src.script.Tokens") local handlers = game.data and game.data.tokens or TextBox.TOKENS return Tokens.expand(game, text, handlers) end -- Split marked-up text into pages of lines. \v-scrolled lines become -- additional lines on the same page (the box scrolls them). -- pages.contBefore[p][i] is true when line i was preceded by \v (cont): -- pokered ContText waits for A/B + ▼ before scrolling that line in. function TextBox.paginate(text, maxCols) maxCols = maxCols or (Theme.textBox and Theme.textBox.maxCols) or MAX_COLS -- maxCols is a column count, so the budget is that many vanilla 8px -- cells. Measuring in pixels rather than columns is what lets a mod's -- variable-advance page wrap correctly (#186). local budget = maxCols * 8 local pages = {} local contBefore = {} -- Soft-wrap on glyph boundaries, never byte boundaries: a line is over -- budget by what it *draws*, and the cut falls between glyphs so a -- multi-byte char is never torn in half. local function pushLine(lines, conts, line, wait) while true do local spans = Font.split(line) local fit = Font.spansFitting(spans, budget) if fit >= #spans then break end -- a glyph wider than the whole box still has to advance by one fit = math.max(fit, 1) local cut = spans[fit].to for i = fit, 1, -1 do if line:sub(spans[i].from, spans[i].to) == " " then cut = spans[i].to break end end table.insert(lines, line:sub(1, cut)) table.insert(conts, wait) wait = false line = line:sub(cut + 1) end table.insert(lines, line) table.insert(conts, wait) end for pageText in (text .. "\f"):gmatch("(.-)\f") do if pageText ~= "" then local lines, conts = {}, {} local pos, waitNext = 1, false while true do local npos = pageText:find("[\n\v]", pos) if not npos then pushLine(lines, conts, pageText:sub(pos), waitNext) break end pushLine(lines, conts, pageText:sub(pos, npos - 1), waitNext) waitNext = pageText:sub(npos, npos) == "\v" pos = npos + 1 end if lines[#lines] == "" then table.remove(lines) table.remove(conts) end if #lines > 0 then table.insert(pages, lines) table.insert(contBefore, conts) end end end if #pages == 0 then pages = { { "" } } contBefore = { { false } } end pages.contBefore = contBefore 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 -- A page or CONT advance blocks the whole box while the original's scroll -- and clear run (src/core/Timing.lua TEXT_SCROLL_PAIR / TEXT_PAGE_CLEAR). -- Nothing types and no input is read until it drains. if (self.holdFrames or 0) > 0 then self.holdFrames = self.holdFrames - 1 return end if self.done then -- opts.stay: the box is finished but stays up under whatever the caller -- pushed over it; StateStack updates the top state only, so this runs -- exactly once (#591) if self.stay then if not self.stayShown then self.stayShown = true if self.stay.onShown then self.stay.onShown() end end return end 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 -- auto.tick: one call per frame for as long as the box is held open, -- run before the autoSrc gate so a tick-driven gate can clear itself -- on the same frame. It is the only per-frame hook a script gets -- while a box is up, since StateStack updates the top state only and -- the overworld underneath is frozen (the Pewter JIGGLYPUFF spin, -- #249). if self.auto.tick then self.auto.tick() end if self.autoSrc and self.autoSrc.isPlaying and self.autoSrc:isPlaying() then return -- the cry is still sounding (WaitForSoundToFinish) end -- auto.wait: the pet-NPC cries (PewterNidoranHouseNidoranText, -- ViridianNicknameHouseSpearowText) have nothing queued behind the -- cry, so DisplayTextID's trailing WaitForTextScrollButtonPress still -- runs once it is over -- their maps enable auto text box drawing, -- which zeroes wDoNotWaitForButtonPressAfterDisplayingText -- (home/window.asm AutoTextBoxDrawingCommon). Drop the auto gate and -- hand the box to the plain A/B path, which also starts the blinking -- arrow, instead of popping it (#247, #251). if self.auto.wait then self.auto = nil return 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, noSound = self.choiceNoSound, -- this box is anchored below it; the pair moves together anchor = "bottom" })) 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 -- _ContText and Paragraph both print the â–¼ and run ProtectedDelay3 -- before ManualTextScroll starts watching the joypad (home/text.asm:265, -- :234), so the arrow is up for three frames that swallow the button. if (self.preWait or 0) > 0 then self.preWait = self.preWait - 1 return end if input:wasPressed("a") or input:wasPressed("b") then require("src.core.Sound").play(self.game.data, "Press_AB") self.waiting = false if self.contAdvance then -- ContText / ManualTextScroll: keep the box, scroll one line self.contAdvance = false self.lineIndex = self.lineIndex + 1 self:beginLine() -- ScrollTextUpOneLine is 5 blocking frames and, as its own comment -- says, is "always called twice in a row" (home/text.asm:280-305) self.holdFrames = Timing.TEXT_SCROLL_PAIR else self.shown = {} self.pageIndex = self.pageIndex + 1 self.lineIndex = 1 self:beginLine() -- ClearScreenArea then DelayFrames 20: the box sits empty before the -- next page starts typing (home/text.asm:236-240) self.holdFrames = Timing.TEXT_PAGE_CLEAR end 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 local nextIdx = self.lineIndex + 1 local conts = self.pages.contBefore and self.pages.contBefore[self.pageIndex] if conts and conts[nextIdx] then -- pokered : ▼ + WaitForTextScrollButtonPress before scroll self.waiting = true self.preWait = Timing.TEXT_PRE_ADVANCE self.contAdvance = true else self.lineIndex = nextIdx self:beginLine() end elseif self.pageIndex < #self.pages then self.waiting = true self.preWait = Timing.TEXT_PRE_ADVANCE self.contAdvance = false else self.done = true end break end end end function TextBox:draw() -- The dialogue box belongs against the bottom of the screen, not floating -- in the middle of a zoomed-out letterbox. Declared per frame; the -- renderer blits this region to the screen edge and the rest of the UI -- where it always was (Renderer:setUIAnchor). local r = self.game and self.game.renderer if r and r.setUIAnchor then r:setUIAnchor(self.boxTx * 8, self.boxTy * 8, self.boxTw * 8, self.boxTh * 8, "bottom") end Font.drawBox(self.boxTx, self.boxTy, self.boxTw, self.boxTh) 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 -- Only the retained line carries the offset: it slides up from where it -- already sat (line2Y) to line1Y. The incoming line is drawn at its home -- row instead, because offsetting it too put fresh glyphs 8px low -- on the -- box's bottom border -- whenever the typewriter beat the 4-frame slide -- (#314). The sub-tile slide is ours to begin with: ScrollTextUpOneLine -- (home/text.asm:283) copies the rows up whole and waits 5 frames, so -- nothing in the original is ever drawn between two rows. local off = self.scrollPx or 0 local ys = { self.line1Y, self.line2Y } for i, line in ipairs(self.shown) do local y = (ys[i] or self.line2Y) + (i == 1 and off or 0) -- the pen advances per glyph, matching the pixel budget paginate -- measured with; every fixed-width page still lands on the 8px grid local pen = self.textX for _, code in ipairs(line) do Font.drawCode(code, pen, y) pen = pen + Font.advanceOf(code) end end if (self.waiting or (self.done and not self.choice and not self.auto and not self.stay)) and self.blink < 30 then -- page-advance cursor: glyph $EE by default, the blinking down arrow -- the original prints via `ld a, "▼"` (home/text.asm) Font.drawCode(Theme.moreArrow or 0xEE, (self.boxTx + self.boxTw - 2) * 8, (self.boxTy + self.boxTh - 1) * 8 - 4) end love.graphics.setColor(1, 1, 1, 1) end return TextBox