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authorKonAki <konaki@anokonaki.org>2026-10-12 13:45:27 +0800
committerKonAki <konaki@anokonaki.org>2026-10-12 13:45:27 +0800
commitc2484a05a02f50e1ed14a7527ee6507326277ef2 (patch)
treec06de475b5b58d5c10a70b848cdcdaa08b7c8052 /kon/konstage.h
parent6dd2b5cb0cc6a9a1b1856be5e5198c3692e5f74d (diff)
add stage module: sprites with layers, slots, tweens, backgrounds with pan and zoom
Diffstat (limited to 'kon/konstage.h')
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+/* SPDX-License-Identifier: MIT */
+/*
+ * konstage.h
+ *
+ * Copyright (c) 2026 KonAki
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#ifndef KONSTAGE_H
+#define KONSTAGE_H
+
+#include "konsofren.h"
+#include "kon2d.h"
+
+/*** definition ***/
+
+/* the picture behind everything. none leaves the framebuffer as it is, so a map or a scene drawn first shows through */
+typedef enum kon_fit {
+ KON_FIT_NONE,
+ KON_FIT_STRETCH, /* fills the view, squashing the picture if the shapes differ */
+ KON_FIT_COVER, /* fills the view keeping the shape, the edges that don't fit are cut off */
+ KON_FIT_CONTAIN, /* the whole picture keeping the shape, the rest of the view is left alone */
+ KON_FIT_CENTER /* the picture as it is, in the middle */
+} kon_fit_t;
+
+/* sprites are drawn in two goes so the game can put its text box in between. back is under the box, front is over it,
+ so a see through effect on a sprite does not turn into a smear over the text */
+typedef enum kon_layer {
+ KON_LAYER_BACK,
+ KON_LAYER_FRONT
+} kon_layer_t;
+
+/* standing places across the view, where a sprite goes with kon_stagePlace. their x is stage->slotX, as a share of the width */
+typedef enum kon_slot {
+ KON_SLOT_FAR_LEFT,
+ KON_SLOT_LEFT,
+ KON_SLOT_CENTER,
+ KON_SLOT_RIGHT,
+ KON_SLOT_FAR_RIGHT,
+ KON_SLOT_COUNT
+} kon_slot_t;
+
+/* what kon_stageTween can glide */
+typedef enum kon_prop {
+ KON_PROP_X,
+ KON_PROP_Y,
+ KON_PROP_ALPHA, /* 0 to 1 */
+ KON_PROP_SCALE,
+ KON_PROP_BRIGHTNESS, /* 1 as drawn, lower darkens it, the usual way to show who is not talking */
+ KON_PROP_COUNT
+} kon_prop_t;
+
+typedef struct kon_stageSprite {
+ int used;
+ const kon_image *image;
+ kon_rect_t src; /* w == 0 is the whole image */
+ kon_tween_t prop[KON_PROP_COUNT];
+ float anchorX, anchorY; /* the point of the sprite, 0 to 1, that sits at x, y. 0.5, 1 is the middle of its feet */
+ int flip;
+ kon_layer_t layer;
+ int z; /* higher is in front inside its layer, sprites with the same z go in the order they were added */
+ int hiding; /* removes itself when it has faded out */
+} kon_stageSprite_t;
+
+typedef struct kon_stageBackground {
+ const kon_image *image;
+ kon_fit_t fit;
+ kon_tween_t alpha;
+ kon_tween_t zoom, focusX, focusY;
+} kon_stageBackground_t;
+
+/* the stage does not own its sprites or the images, sprites is room for capacity of them */
+typedef struct kon_stage {
+ int width, height; /* the view, in the pixels you draw at */
+ kon_stageSprite_t *sprites;
+ int capacity;
+ float slotX[KON_SLOT_COUNT];
+ kon_filter_t filter; /* for sprites and the background that get scaled */
+ kon_stageBackground_t back, old;
+} kon_stage_t;
+
+/*** functions ***/
+
+void kon_stageInit(kon_stage_t *stage, kon_stageSprite_t *sprites, int capacity, int width, int height);
+
+/* the background fades in over the old one for seconds, 0 swaps at once. image NULL clears it */
+void kon_stageBackground(kon_stage_t *stage, const kon_image *image, kon_fit_t fit, float seconds);
+
+/* pans and zooms the background, which is what a CG wants. zoom 1 shows it as the fit says and 2 shows half of it. focus is the point of
+ the picture, 0 to 1 across and down, kept in the middle of the view. a picture that fills the view never lets its edge slide in.
+ a new background starts at zoom 1, focus 0.5 */
+void kon_stageBackgroundView(kon_stage_t *stage, float zoom, float focusX, float focusY, float seconds, kon_ease_t ease);
+
+/* a new sprite at 0, 0 in view, not faded in. returns its index or -1 when there is no room. src NULL is the whole image.
+ it stands on the bottom middle of itself, change anchorX and anchorY on the sprite for anything else */
+int kon_stageAdd(kon_stage_t *stage, const kon_image *image, const kon_rect_t *src, kon_layer_t layer);
+void kon_stageRemove(kon_stage_t *stage, int index);
+
+/* moves a sprite to the other side of the text box. they start in the back layer, behind the box, which is where characters belong */
+void kon_stageLayer(kon_stage_t *stage, int index, kon_layer_t layer);
+
+/* swaps the picture, for a new expression. the sprite keeps where it is */
+void kon_stageFrame(kon_stage_t *stage, int index, const kon_image *image, const kon_rect_t *src);
+
+void kon_stageTween(kon_stage_t *stage, int index, kon_prop_t prop, float to, float seconds, kon_ease_t ease);
+
+/* shorthands for a move, a fade and for walking to a slot along the bottom of the view */
+void kon_stageMove(kon_stage_t *stage, int index, float x, float y, float seconds, kon_ease_t ease);
+void kon_stageFade(kon_stage_t *stage, int index, float alpha, float seconds, kon_ease_t ease);
+void kon_stagePlace(kon_stage_t *stage, int index, kon_slot_t slot, float seconds, kon_ease_t ease);
+
+/* fades out and removes itself */
+void kon_stageHide(kon_stage_t *stage, int index, float seconds);
+
+void kon_stageUpdate(kon_stage_t *stage, float dt);
+
+/* 1 while anything is still gliding or fading, for a script that waits for it */
+int kon_stageBusy(const kon_stage_t *stage);
+
+/* draw the background and then the back layer, then your text box, then the front layer. without a background pass 0 */
+void kon_stageDrawBackground(const kon_stage_t *stage, kon_framebuffer_t *fb);
+void kon_stageDraw(const kon_stage_t *stage, kon_framebuffer_t *fb, kon_layer_t layer);
+
+#endif