172 lines
5.3 KiB
C
172 lines
5.3 KiB
C
|
#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);
|
||
|
*/
|
||
|
}
|