@ -2686,13 +2686,23 @@ void end_text_input(char *what_player_said_cstr)
chunk_from_s8 ( & to_perform . speech , what_player_said ) ;
if ( gete ( gs . player - > talking_to ) )
if ( ! gs . no_angel_screen )
{
assert ( gete ( gs . player - > talking_to ) - > is_npc ) ;
to_perform . talking_to_kind = gete ( gs . player - > talking_to ) - > npc_kind ;
Entity * angel = 0 ;
ENTITIES_ITER ( gs . entities ) if ( it - > npc_kind = = NPC_Angel ) angel = it ;
to_perform . talking_to_kind = NPC_Angel ;
perform_action ( & gs , gs . player , to_perform ) ;
}
else
{
if ( gete ( gs . player - > talking_to ) )
{
assert ( gete ( gs . player - > talking_to ) - > is_npc ) ;
to_perform . talking_to_kind = gete ( gs . player - > talking_to ) - > npc_kind ;
}
perform_action ( & gs , gs . player , to_perform ) ;
perform_action ( & gs , gs . player , to_perform ) ;
}
}
MD_ReleaseScratch ( scratch ) ;
}
@ -5565,16 +5575,35 @@ void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3
}
}
typedef struct
{
float text_scale ;
float width_in_pixels ;
float text_width_in_pixels ;
LoadedFont * font ;
int lines_per_page ;
int maximum_pages_from_ai ;
} TextPlacementSettings ;
TextPlacementSettings speech_bubble = {
. text_scale = 1.0f ,
. width_in_pixels = 400.0f ,
. text_width_in_pixels = 400.0f * 0.8f ,
. font = & default_font ,
. lines_per_page = 2 ,
. maximum_pages_from_ai = 2 ,
} ;
// Unsaid words are still there, so you gotta handle the animation homie
MD_String8List words_on_current_page ( Entity * it )
MD_String8List words_on_current_page ( Entity * it , TextPlacementSettings * settings )
{
MD_String8 last = last_said_sentence ( it ) ;
PlacedWordList placed = place_wrapped_words ( frame_arena , split_by_word ( frame_arena , last ) , BUBBLE_TEXT_SCALE , BUBBLE_TEXT_WIDTH_PIXELS , BUBBLE_FONT ) ;
PlacedWordList placed = place_wrapped_words ( frame_arena , split_by_word ( frame_arena , last ) , settings- > text_scale , settings - > width_in_pixels , * settings - > font ) ;
MD_String8List on_current_page = { 0 } ;
for ( PlacedWord * cur = placed . first ; cur ; cur = cur - > next )
{
if ( cur - > line_index / BUBBLE_LINES_PER_PAGE = = it - > cur_page_index )
if ( cur - > line_index / settings- > lines_per_page = = it - > cur_page_index )
MD_S8ListPush ( frame_arena , & on_current_page , cur - > text ) ;
}
@ -5583,9 +5612,9 @@ MD_String8List words_on_current_page(Entity *it)
//return place_wrapped_words(frame_arena, on_current_page, text_scale, aabb_size(placing_text_in).x, default_font);
}
MD_String8List words_on_current_page_without_unsaid ( Entity * it )
MD_String8List words_on_current_page_without_unsaid ( Entity * it , TextPlacementSettings * settings )
{
MD_String8List all_words = words_on_current_page ( it );
MD_String8List all_words = words_on_current_page ( it , settings );
int index = 0 ;
MD_String8List to_return = { 0 } ;
for ( MD_String8Node * cur = all_words . first ; cur ; cur = cur - > next )
@ -5875,6 +5904,80 @@ void frame(void)
sg_begin_default_pass ( & state . clear_depth_buffer_pass_action , sapp_width ( ) , sapp_height ( ) ) ;
sg_apply_pipeline ( state . twodee_pip ) ;
// @Place(high priority UI rendering, like angel screen)
// angel screen
{
static float visible = 1.0f ;
bool should_be_visible = ! gs . no_angel_screen ;
visible = Lerp ( visible , unwarped_dt * 2.0f , should_be_visible ? 1.0f : 0.0f ) ;
Entity * angel_entity = 0 ;
ENTITIES_ITER ( gs . entities )
{
if ( it - > is_npc & & it - > npc_kind = = NPC_Angel )
{
assert ( ! angel_entity ) ;
angel_entity = it ;
}
}
assert ( angel_entity ) ;
if ( should_be_visible ) gs . player - > talking_to = frome ( angel_entity ) ;
draw_quad ( ( DrawParams ) { quad_at ( V2 ( 0 , screen_size ( ) . y ) , screen_size ( ) ) , IMG ( image_white_square ) , blendalpha ( BLACK , visible ) , . layer = LAYER_UI_FG } ) ;
static MD_String8List to_say = { 0 } ;
static double cur_characters = 0 ;
if ( to_say . node_count = = 0 )
{
to_say = split_by_word ( persistent_arena , MD_S8Lit ( " You've been asleep for a long long time... " ) ) ;
cur_characters = 0 ;
}
MD_String8 cur_word = { 0 } ;
MD_String8Node * cur_word_node = 0 ;
double chars_said = cur_characters ;
for ( MD_String8Node * cur = to_say . first ; cur ; cur = cur - > next )
{
if ( ( int ) chars_said < cur - > string . size )
{
cur_word = cur - > string ;
cur_word_node = cur ;
break ;
}
chars_said - = ( double ) cur - > string . size ;
}
if ( ! cur_word . str )
{
cur_word = to_say . last - > string ;
cur_word_node = to_say . last ;
}
cur_characters + = unwarped_dt * ANGEL_CHARACTERS_PER_SEC ;
chars_said + = unwarped_dt * ANGEL_CHARACTERS_PER_SEC ;
if ( chars_said > cur_word . size & & cur_word_node - > next )
{
play_audio ( & sound_angel_grunt_0 , 1.0f ) ;
}
assert ( cur_word_node ) ;
MD_String8Node * prev_next = cur_word_node - > next ;
cur_word_node - > next = 0 ;
MD_String8 without_unsaid = MD_S8ListJoin ( frame_arena , to_say , & ( MD_StringJoin ) { . mid = MD_S8Lit ( " " ) } ) ;
cur_word_node - > next = prev_next ;
draw_centered_text ( ( TextParams ) { false , without_unsaid , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.75f ) , blendalpha ( WHITE , visible ) , 1.0f , . use_font = & font_for_text_input } ) ;
draw_centered_text ( ( TextParams ) { false , MD_S8Lit ( " (Press E to speak) " ) , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.25f ) , blendalpha ( WHITE , visible * 0.5f ) , 0.8f , . use_font = & font_for_text_input } ) ;
if ( should_be_visible & & pressed . interact )
{
begin_text_input ( ) ;
pressed . interact = false ;
}
}
// @Place(text input drawing)
# ifdef DESKTOP
draw_quad ( ( DrawParams ) { quad_at ( V2 ( 0 , screen_size ( ) . y ) , screen_size ( ) ) , IMG ( image_white_square ) , blendalpha ( BLACK , text_input_fade * 0.3f ) , . layer = LAYER_UI_TEXTINPUT } ) ;
@ -5913,13 +6016,13 @@ void frame(void)
}
// dialog bubble rendering
const float text_scale = BUBBLE_TEXT_SCALE ;
const float text_scale = speech_bubble. text_scale ;
float dist = LenV2 ( SubV2 ( it - > pos , gs . player - > pos ) ) ;
float bubble_factor = 1.0f - clamp01 ( dist / 6.0f ) ;
Vec3 bubble_pos = AddV3 ( plane_point ( it - > pos ) , V3 ( 0 , 1.7f , 0 ) ) ; // 1.7 meters is about 5'8", average person height
Vec2 head_pos = threedee_to_screenspace ( bubble_pos ) ;
Vec2 screen_pos = head_pos ;
Vec2 size = V2 ( BUBBLE_WIDTH_PIXELS, BUBBLE_WIDTH_PIXELS ) ;
Vec2 size = V2 ( speech_bubble. width_in_pixels , speech_bubble . width_in_pixels ) ;
Vec2 bubble_center = AddV2 ( screen_pos , V2 ( - 10.0f , 55.0f ) ) ;
float dialog_alpha = clamp01 ( bubble_factor * it - > dialog_fade ) ;
bool unread = false ;
@ -5935,7 +6038,7 @@ void frame(void)
blendalpha ( WHITE , dialog_alpha ) ,
. layer = LAYER_UI_FG ,
} ) ;
MD_String8List words_to_say = words_on_current_page ( it );
MD_String8List words_to_say = words_on_current_page ( it , & speech_bubble );
if ( unread )
{
draw_quad ( ( DrawParams ) {
@ -5955,7 +6058,7 @@ void frame(void)
else
{
it - > cur_page_index + = 1 ;
if ( words_on_current_page ( it ). node_count = = 0 )
if ( words_on_current_page ( it , & speech_bubble ). node_count = = 0 )
{
// don't reset words_said_on_page because, even when the action is dismissed, the text for the last
// page of dialog should still linger
@ -5978,10 +6081,10 @@ void frame(void)
blendalpha ( WHITE , it - > loading_anim_in ) ,
. layer = LAYER_UI_FG ,
} ) ;
AABB placing_text_in = aabb_centered ( AddV2 ( bubble_center , V2 ( 0 , 10.0f ) ) , V2 ( BUBBLE_TEXT_WIDTH_PIXELS , size . y * 0.15f ) ) ;
AABB placing_text_in = aabb_centered ( AddV2 ( bubble_center , V2 ( 0 , 10.0f ) ) , V2 ( speech_bubble. text_width_in_pixels , size . y * 0.15f ) ) ;
dbgrect ( placing_text_in ) ;
MD_String8List to_draw = words_on_current_page_without_unsaid ( it );
MD_String8List to_draw = words_on_current_page_without_unsaid ( it , & speech_bubble );
if ( to_draw . node_count ! = 0 )
{
PlacedWordList placed = place_wrapped_words ( frame_arena , to_draw , text_scale , aabb_size ( placing_text_in ) . x , default_font ) ;
@ -6137,11 +6240,12 @@ ISANERROR("Don't know how to do this stuff on this platform.")
MD_String8 parse_response = parse_chatgpt_response ( scratch . arena , it , sentence_str , & out ) ;
// check that it wraps in below two lines
PlacedWordList placed = place_wrapped_words ( frame_arena , split_by_word ( frame_arena , TextChunkString8 ( out . speech ) ) , BUBBLE_TEXT_SCALE , BUBBLE_TEXT_WIDTH_PIXELS , BUBBLE_FONT ) ;
TextPlacementSettings * to_wrap_to = & speech_bubble ;
PlacedWordList placed = place_wrapped_words ( frame_arena , split_by_word ( frame_arena , TextChunkString8 ( out . speech ) ) , to_wrap_to - > text_scale , to_wrap_to - > text_width_in_pixels , * to_wrap_to - > font ) ;
int words_over_limit = 0 ;
for ( PlacedWord * cur = placed . first ; cur ; cur = cur - > next )
{
if ( cur - > line_index > = BUBBLE_LINES_PER_PAGE* AI_MAX_BUBBLE_PAGES_IN_OUTPUT ) // the max number of lines of text on a bubble
if ( cur - > line_index > = to_wrap_to- > lines_per_page * to_wrap_to - > maximum_pages_from_ai ) // the max number of lines of text on a bubble
{
words_over_limit + = 1 ;
}
@ -6218,12 +6322,12 @@ ISANERROR("Don't know how to do this stuff on this platform.")
if ( it - > is_npc )
{
// character speech animation text input
if ( true )
if ( it - > npc_kind ! = NPC_Angel )
{
MD_ArenaTemp scratch = MD_GetScratch ( 0 , 0 ) ;
MD_String8List to_say = words_on_current_page ( it );
MD_String8List to_say_without_unsaid = words_on_current_page_without_unsaid ( it );
MD_String8List to_say = words_on_current_page ( it , & speech_bubble );
MD_String8List to_say_without_unsaid = words_on_current_page_without_unsaid ( it , & speech_bubble );
if ( to_say . node_count > 0 & & it - > words_said_on_page < to_say . node_count )
{
if ( cur_unread_entity = = it )
@ -6916,75 +7020,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
draw_centered_text ( ( TextParams ) { false , MD_S8Lit ( " The AI server is having technical difficulties... " ) , text_center , WHITE , 1.0f } ) ;
}
// angel screen
gs . no_angel_screen = true ;
{
static float visible = 1.0f ;
bool should_be_visible = ! gs . no_angel_screen ;
visible = Lerp ( visible , unwarped_dt * 2.0f , should_be_visible ? 1.0f : 0.0f ) ;
Entity * angel_entity = 0 ;
ENTITIES_ITER ( gs . entities )
{
if ( it - > is_npc & & it - > npc_kind = = NPC_Angel )
{
assert ( ! angel_entity ) ;
angel_entity = it ;
}
}
assert ( angel_entity ) ;
if ( should_be_visible ) gs . player - > talking_to = frome ( angel_entity ) ;
draw_quad ( ( DrawParams ) { quad_at ( V2 ( 0 , screen_size ( ) . y ) , screen_size ( ) ) , IMG ( image_white_square ) , blendalpha ( BLACK , visible ) , . layer = LAYER_UI_FG } ) ;
static MD_String8List to_say = { 0 } ;
static double cur_characters = 0 ;
if ( to_say . node_count = = 0 )
{
to_say = split_by_word ( persistent_arena , MD_S8Lit ( " You've been asleep for a long long time... " ) ) ;
cur_characters = 0 ;
}
MD_String8 cur_word = { 0 } ;
MD_String8Node * cur_word_node = 0 ;
double chars_said = cur_characters ;
for ( MD_String8Node * cur = to_say . first ; cur ; cur = cur - > next )
{
if ( ( int ) chars_said < cur - > string . size )
{
cur_word = cur - > string ;
cur_word_node = cur ;
break ;
}
chars_said - = ( double ) cur - > string . size ;
}
if ( ! cur_word . str )
{
cur_word = to_say . last - > string ;
cur_word_node = to_say . last ;
}
cur_characters + = unwarped_dt * ANGEL_CHARACTERS_PER_SEC ;
chars_said + = unwarped_dt * ANGEL_CHARACTERS_PER_SEC ;
if ( chars_said > cur_word . size & & cur_word_node - > next )
{
play_audio ( & sound_angel_grunt_0 , 1.0f ) ;
}
assert ( cur_word_node ) ;
MD_String8Node * prev_next = cur_word_node - > next ;
cur_word_node - > next = 0 ;
MD_String8 without_unsaid = MD_S8ListJoin ( frame_arena , to_say , & ( MD_StringJoin ) { . mid = MD_S8Lit ( " " ) } ) ;
cur_word_node - > next = prev_next ;
draw_centered_text ( ( TextParams ) { false , without_unsaid , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.75f ) , blendalpha ( WHITE , visible ) , 1.0f , . use_font = & font_for_text_input } ) ;
draw_centered_text ( ( TextParams ) { false , MD_S8Lit ( " (Press E to speak) " ) , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.25f ) , blendalpha ( WHITE , visible * 0.5f ) , 0.8f , . use_font = & font_for_text_input } ) ;
if ( should_be_visible & & pressed . interact )
{
begin_text_input ( ) ;
}
}
// win screen
{