mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
3069b2e2a9
* new launcher and save converts and pipeline * fixing bugs
290 lines
10 KiB
Lua
290 lines
10 KiB
Lua
-- The lower dialogue box: bordered 20x6-tile window, typewriter effect,
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-- two visible text lines, A to advance.
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--
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-- Text markers (from the extractor): \n = second line, \v = scroll one
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-- line up, \f = page break (wait for A, clear). {PLAYER}/{RIVAL} etc. are
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-- substituted before display. Pushed on the state stack; pops itself when
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-- the text is exhausted and A is pressed, then calls onDone.
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local Font = require("src.render.Font")
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local Theme = require("src.ui.Theme")
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local TextBox = {}
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TextBox.__index = TextBox
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-- theme-free fallbacks; geometry resolves against Theme.textBox at
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-- construction time, so an unthemed boot stays byte-identical
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local BOX_TX, BOX_TY, BOX_TW, BOX_TH = 0, 12, 20, 6
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local MAX_COLS = 18
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-- opts.choice: when the last page has typed out, a YES/NO ChoiceBox pops
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-- up over the still-visible text (YesNoChoicePokeCenter and friends);
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-- the box then closes and choice(yes) runs instead of onDone.
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-- opts.defaultNo starts the cursor on NO.
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-- opts.auto: texts with no `prompt` (a text_asm/text_end tail, like
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-- _UsedStrengthText) never wait for a button: once the last page has
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-- typed out, auto.sound() runs (returning an audio source blocks like
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-- WaitForSoundToFinish; nil headless), then auto.delay frames pass
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-- (default 3, Delay3) and the box pops itself + calls onDone. No
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-- blinking cursor, no Press_AB beep.
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function TextBox.new(game, text, onDone, opts)
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local self = setmetatable({}, TextBox)
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self.game = game
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self.onDone = onDone
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self.choice = opts and opts.choice
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self.defaultNo = opts and opts.defaultNo
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self.auto = opts and opts.auto
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local box = Theme.textBox or {}
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self.boxTx = box.tx or BOX_TX
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self.boxTy = box.ty or BOX_TY
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self.boxTw = box.tw or BOX_TW
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self.boxTh = box.th or BOX_TH
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self.maxCols = box.maxCols or MAX_COLS
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self.textX = (self.boxTx + 1) * 8
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self.line1Y = (self.boxTy + 2) * 8
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self.line2Y = (self.boxTy + 4) * 8
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text = TextBox.substitute(game, text)
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self.pages = TextBox.paginate(text, self.maxCols)
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self.pageIndex = 1
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self.lineIndex = 1
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self.charIndex = 0
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self.shown = {} -- visible lines (max 2), each a list of glyph codes
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self.waiting = false
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self.contAdvance = false
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self.done = false
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self.blink = 0
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self:beginLine()
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return self
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end
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-- The runtime tokens substitute() knows, as handlers the tokens registry
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-- serves. Each is fn(game, arg) -> replacement, or nil to drop the token.
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-- RAM keeps pokered's stale-buffer semantics: give_item copies the item
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-- name into stringBuffer, like GiveItem -> CopyToStringBuffer
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-- (home/give.asm), and it stays set afterwards.
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TextBox.TOKENS = {
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PLAYER = function(game) return game.save.player.name or "RED" end,
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RIVAL = function(game) return game.save.player.rival or "BLUE" end,
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RAM = function(game, arg)
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if arg == "wStringBuffer" then return game.stringBuffer end
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if arg == "wBoxNumString" then return game.boxNumString end
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-- SendNewMonToBox / _SentToBoxText reads the deposited nick here
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if arg == "wBoxMonNicks" then return game.boxMonNicks end
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return nil
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end,
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}
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function TextBox.registerInto(registry, _, owner)
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for id, handler in pairs(TextBox.TOKENS) do
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registry:register(id, handler, owner)
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end
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end
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function TextBox.substitute(game, text)
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local Tokens = require("src.script.Tokens")
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local handlers = game.data and game.data.tokens or TextBox.TOKENS
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return Tokens.expand(game, text, handlers)
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end
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-- Split marked-up text into pages of lines. \v-scrolled lines become
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-- additional lines on the same page (the box scrolls them).
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-- pages.contBefore[p][i] is true when line i was preceded by \v (cont):
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-- pokered ContText waits for A/B + ▼ before scrolling that line in.
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function TextBox.paginate(text, maxCols)
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maxCols = maxCols or (Theme.textBox and Theme.textBox.maxCols) or MAX_COLS
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local pages = {}
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local contBefore = {}
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local function pushLine(lines, conts, line, wait)
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while #line > maxCols do
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local cut = maxCols
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for i = maxCols, 1, -1 do
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if line:sub(i, i) == " " then cut = i break end
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end
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table.insert(lines, line:sub(1, cut))
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table.insert(conts, wait)
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wait = false
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line = line:sub(cut + 1)
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end
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table.insert(lines, line)
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table.insert(conts, wait)
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end
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for pageText in (text .. "\f"):gmatch("(.-)\f") do
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if pageText ~= "" then
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local lines, conts = {}, {}
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local pos, waitNext = 1, false
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while true do
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local npos = pageText:find("[\n\v]", pos)
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if not npos then
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pushLine(lines, conts, pageText:sub(pos), waitNext)
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break
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end
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pushLine(lines, conts, pageText:sub(pos, npos - 1), waitNext)
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waitNext = pageText:sub(npos, npos) == "\v"
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pos = npos + 1
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end
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if lines[#lines] == "" then
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table.remove(lines)
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table.remove(conts)
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end
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if #lines > 0 then
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table.insert(pages, lines)
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table.insert(contBefore, conts)
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end
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end
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end
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if #pages == 0 then
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pages = { { "" } }
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contBefore = { { false } }
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end
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pages.contBefore = contBefore
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return pages
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end
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function TextBox:currentLine()
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return self.pages[self.pageIndex][self.lineIndex]
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end
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function TextBox:beginLine()
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self.charIndex = 0
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self.codes = Font.encode(self:currentLine())
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if #self.shown >= 2 then
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table.remove(self.shown, 1)
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self.scrollPx = 8 -- pixel scroll-up (ScrollTextUpOneLine)
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end
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table.insert(self.shown, {})
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end
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function TextBox:update(dt)
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local input = self.game.input
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self.blink = (self.blink + 1) % 60
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if self.done then
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if self.auto then
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if not self.autoStarted then
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self.autoStarted = true
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self.autoSrc = self.auto.sound and self.auto.sound() or nil
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self.autoTimer = 0
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end
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if self.autoSrc and self.autoSrc.isPlaying and self.autoSrc:isPlaying() then
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return -- the cry is still sounding (WaitForSoundToFinish)
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end
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self.autoTimer = self.autoTimer + 1
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local delay = self.auto.delay or 3
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-- auto.onOverlap: fired once when the delay elapses but before the
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-- box closes, so an overlay (the Pallet "!" bubble) can appear
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-- while the box is still on screen; the box then lingers
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-- auto.overlap more frames before popping (scripts/PalletTown.asm
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-- PalletTownOakText: DelayFrames 10 then EmotionBubble over the
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-- still-shown "Hey! Wait!" box).
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if self.auto.onOverlap and not self.overlapFired
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and self.autoTimer >= delay then
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self.overlapFired = true
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self.auto.onOverlap()
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end
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if self.autoTimer >= delay + (self.auto.overlap or 0) then
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self.game.stack:pop()
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if self.onDone then self.onDone() end
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end
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return
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end
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if self.choice then
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if not self.choicePushed then
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self.choicePushed = true
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local ChoiceBox = require("src.ui.ChoiceBox")
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self.game.stack:push(ChoiceBox.new(self.game, function(yes)
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self.game.stack:pop() -- this text box, under the choice
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self.choice(yes)
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end, { defaultNo = self.defaultNo }))
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end
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return
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end
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if input:wasPressed("a") or input:wasPressed("b") then
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require("src.core.Sound").play(self.game.data, "Press_AB")
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self.game.stack:pop()
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if self.onDone then self.onDone() end
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end
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return
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end
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if self.waiting then
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if input:wasPressed("a") or input:wasPressed("b") then
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require("src.core.Sound").play(self.game.data, "Press_AB")
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self.waiting = false
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if self.contAdvance then
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-- ContText / ManualTextScroll: keep the box, scroll one line
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self.contAdvance = false
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self.lineIndex = self.lineIndex + 1
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self:beginLine()
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else
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self.shown = {}
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self.pageIndex = self.pageIndex + 1
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self.lineIndex = 1
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self:beginLine()
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end
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end
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return
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end
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-- typewriter cadence: one character every N frames, N = the OPTION
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-- text speed (TextSpeedOptionData frame delays 1/3/5); holding A/B
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-- prints every frame like the original's held-button fast path
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local delay = (self.game.save.options and self.game.save.options.textSpeed) or 3
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if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
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if input:isDown("a") or input:isDown("b") then delay = 1 end
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self.charTimer = (self.charTimer or 0) + 1
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while self.charTimer >= delay do
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self.charTimer = self.charTimer - delay
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if self.charIndex < #self.codes then
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self.charIndex = self.charIndex + 1
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local line = self.shown[#self.shown]
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line[#line + 1] = self.codes[self.charIndex]
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else
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-- line finished
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local page = self.pages[self.pageIndex]
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if self.lineIndex < #page then
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local nextIdx = self.lineIndex + 1
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local conts = self.pages.contBefore and self.pages.contBefore[self.pageIndex]
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if conts and conts[nextIdx] then
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-- pokered <CONT>: ▼ + WaitForTextScrollButtonPress before scroll
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self.waiting = true
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self.contAdvance = true
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else
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self.lineIndex = nextIdx
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self:beginLine()
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end
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elseif self.pageIndex < #self.pages then
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self.waiting = true
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self.contAdvance = false
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else
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self.done = true
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end
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break
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end
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end
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end
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function TextBox:draw()
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Font.drawBox(self.boxTx, self.boxTy, self.boxTw, self.boxTh)
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love.graphics.setColor(0, 0, 0, 1)
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if self.scrollPx and self.scrollPx > 0 then
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self.scrollPx = self.scrollPx - 2
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if self.scrollPx <= 0 then self.scrollPx = nil end
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end
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local off = self.scrollPx or 0
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local ys = { self.line1Y, self.line2Y }
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for i, line in ipairs(self.shown) do
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local y = (ys[i] or self.line2Y) + off
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for j, code in ipairs(line) do
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Font.drawCode(code, self.textX + (j - 1) * 8, y)
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end
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end
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if (self.waiting or (self.done and not self.choice and not self.auto))
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and self.blink < 30 then
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-- page-advance cursor: glyph $EE by default, the blinking down arrow
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-- the original prints via `ld a, "▼"` (home/text.asm)
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Font.drawCode(Theme.moreArrow or 0xEE,
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(self.boxTx + self.boxTw - 2) * 8,
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(self.boxTy + self.boxTh - 1) * 8 - 4)
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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return TextBox
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