flipperzero-firmware/applications/dolphin_scene/scene.c

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#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
#include "dolphin_scene/dolphin_emotes.h"
#include "dolphin_scene/items.h"
#include <gui/elements.h>
const char* action_str[] = {"Sleep", "Idle", "Walk", "Emote", "Use", "MC"};
static bool item_screen_bounds(int32_t pos) {
return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2);
}
static void draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
furi_assert(state);
furi_assert(canvas);
char buf[32];
const Item* near = is_nearby(state);
if(near) {
int32_t hint_pos_x = (near->x - state->player_global.x) * PARALLAX(near->layer) + 25;
int8_t hint_pos_y = near->y < 15 ? near->y + 4 : near->y - 16;
strcpy(buf, near->action_name);
if(glitching) {
for(size_t g = 0; g != state->action_timeout; g++) {
buf[(g * 23) % strlen(buf)] = ' ' + (random() % g * 17) % ('z' - ' ');
}
}
canvas_draw_str(canvas, hint_pos_x, hint_pos_y, buf);
}
}
static void draw_current_emote(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
elements_multiline_text_framed(canvas, 80, 20, (char*)emotes_list[state->emote_id]);
}
static void draw_sleep_emote(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char dialog_str[] = "zZzZ...";
char buf[64];
if(state->player_global.x == 154 && state->action_timeout % 100 < 30) {
if(state->dialog_progress < strlen(dialog_str)) {
if(state->action_timeout % 5 == 0) state->dialog_progress++;
dialog_str[state->dialog_progress] = '\0';
snprintf(buf, state->dialog_progress, dialog_str);
// bubble vs just text?
//elements_multiline_text_framed(canvas, 80, 20, buf);
canvas_draw_str(canvas, 80, 20, buf);
}
} else {
state->dialog_progress = 0;
}
}
static void draw_dialog(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char dialog_str[64];
char buf[64];
strcpy(dialog_str, (char*)dialogues_list[state->dialogue_id]);
if(state->dialog_progress <= strlen(dialog_str)) {
if(state->action_timeout % 2 == 0) state->dialog_progress++;
dialog_str[state->dialog_progress] = '\0';
snprintf(buf, state->dialog_progress, dialog_str);
} else {
snprintf(buf, 64, dialog_str);
}
elements_multiline_text_framed(canvas, 68, 16, buf);
}
/*
static void draw_idle_emote(SceneState* state, Canvas* canvas){
if(state->action_timeout % 50 < 40 && state->prev_action == MINDCONTROL){
elements_multiline_text_framed(canvas, 68, 16, "WUT?!");
}
}
*/
static void activate_item_callback(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
const Item* near = is_nearby(state);
if(near && state->use_pending == true) {
state->action_timeout = near->timeout;
near->callback(canvas, state);
state->use_pending = false;
} else if(near) {
near->callback(canvas, state);
}
}
void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
furi_assert(state);
furi_assert(canvas);
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
const Item** current_scene = get_scene(state);
for(uint8_t l = 0; l < LAYERS; l++) {
if(state->scene_zoom < SCENE_ZOOM) {
for(uint8_t i = 0; i < ITEMS_NUM; i++) {
int32_t item_pos = (current_scene[i]->x - state->player_global.x);
if(item_screen_bounds(item_pos)) {
if(current_scene[i]->draw) current_scene[i]->draw(canvas, state);
if(l == current_scene[i]->layer) {
canvas_draw_icon_name(
canvas,
item_pos * PARALLAX(l),
current_scene[i]->y,
current_scene[i]->icon);
canvas_set_bitmap_mode(canvas, false);
}
}
}
if(l == 0) canvas_draw_line(canvas, 0, 42, 128, 42);
}
if(l == DOLPHIN_LAYER) dolphin_scene_render_dolphin(state, canvas);
}
}
void dolphin_scene_render_dolphin_state(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char buf[64];
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
// dolphin_scene_debug
if(state->debug) {
sprintf(
buf,
"x:%ld>%d %ld %s",
state->player_global.x,
state->poi,
state->action_timeout,
action_str[state->action]);
canvas_draw_str(canvas, 0, 13, buf);
}
if(state->scene_zoom == SCENE_ZOOM)
draw_dialog(state, canvas);
else if(state->action == EMOTE)
draw_current_emote(state, canvas);
else if(state->action == MINDCONTROL)
draw_hint(state, canvas, state->action_timeout > 45);
else if(state->action == INTERACT)
activate_item_callback(state, canvas);
else if(state->action == SLEEP)
draw_sleep_emote(state, canvas);
/*
else if(state->action == IDLE)
draw_idle_emote(state, canvas);
*/
}