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#include "dialogue.hpp"
#include "button.hpp"
#include "lib/gameState.hpp"
#include <raylib.h>
void SayDialog(GameState &gs, const std::vector<Dialogues> &conversation) {
gs.currentDialog = conversation;
gs.currentLineIndex = 0;
gs.visibleChar = 0;
gs.dialogueTimer = 0.0f;
gs.dialogState = gs.currentDialog.empty() ? DIALOGUE_OFF : DIALOGUE_SCROLLING;
}
// void wait_for(GameState &gs, float time) {
// gs.timeUntilStory = time;
// gs.inStory = false;
// gs.storyPosition += 1;
// }
void UpdateDialog(GameState &gs) {
if (gs.dialogState == DIALOGUE_OFF || gs.currentDialog.empty()) {
return;
}
if (gs.dialogState == DIALOGUE_SCROLLING) {
gs.dialogueTimer += GetFrameTime();
const float speed = gs.currentDialog[gs.currentLineIndex].textSpeed;
if (gs.dialogueTimer >= speed) {
gs.dialogueTimer = 0.0f;
gs.visibleChar += 1;
if (gs.visibleChar >= (int)(gs.currentDialog[gs.currentLineIndex].text.length())) {
gs.dialogState = DIALOGUE_WAITING;
}
}
if (IsKeyPressed(KEY_Z) || IsKeyPressed(KEY_SPACE) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
gs.visibleChar = (int)(gs.currentDialog[gs.currentLineIndex].text.length());
gs.dialogState = DIALOGUE_WAITING;
}
return;
}
if (gs.dialogState == DIALOGUE_WAITING && (IsKeyPressed(KEY_Z)) || IsKeyPressed(KEY_SPACE) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
gs.currentLineIndex += 1;
gs.visibleChar = 0;
gs.dialogueTimer = 0.0f;
if (gs.currentLineIndex >= (int)(gs.currentDialog.size())) {
gs.dialogState = DIALOGUE_OFF;
gs.currentDialog.clear();
} else {
gs.dialogState = DIALOGUE_SCROLLING;
}
}
}
void DrawDialog(GameState &gs) {
gs.curExp = gs.currentDialog[gs.currentLineIndex].curExp;
if (gs.dialogState == DIALOGUE_OFF || gs.currentDialog.empty()) {
return;
}
if (gs.currentLineIndex < 0 || gs.currentLineIndex >= (int)(gs.currentDialog.size())) {
return;
}
const int screenWidth = VIRTUAL_SCREEN_W;
const int screenHeight =VIRTUAL_SCREEN_H;
Dialogues ¤tLine = gs.currentDialog[gs.currentLineIndex];
const int padding = 10;
const int boxWidth = VIRTUAL_SCREEN_W-2*padding;
const int boxHeight = 90;
const int boxX = padding;
const int boxY = screenHeight - boxHeight - 30;
DrawRectangle(boxX, boxY, boxWidth, boxHeight, Fade(BLACK, 0.8f));
// DrawRectangleLinesEx({boxX, boxY, boxWidth, boxHeight}, 2, WHITE);
// DrawTexturePro(currentLine.portrait, srcRect, dstRect, {0.0f, 0.0f}, 0.0f, WHITE);
// DrawRectangleLinesEx(dstRect, 2, RAYWHITE);
// ui::DrawText(currentLine.characterName.c_str(), boxX + padding, boxY - 15, 18, YELLOW);
std::string displayString = currentLine.text.substr(0, gs.visibleChar);
ui::DrawText(displayString.c_str(), boxX + padding, boxY + 15, 14, RAYWHITE);
if (gs.dialogState == DIALOGUE_WAITING && ((int)(GetTime() * 3) % 2 == 0)) {
ui::DrawText(gs.touchScreenMode?"Touch anywhere to proceed":"Press 'Z' to proceed", boxX + padding, boxY + boxHeight - 2*padding, 8, WHITE);
}
}
bool IsDialogRunning(const GameState &gs) {
return gs.dialogState == DIALOGUE_SCROLLING || gs.dialogState == DIALOGUE_WAITING;
}
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