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path: root/examples/dialog.c
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/*
 * dialog: a little scene with sprites on a stage, a text box in front of them and a menu of buttons in the middle
 *
 * build:  ./build.sh -d -m 2d,stage,textbox,fx,font obj/dialog
 * run:    obj/dialog
 *
 * space, enter or a click goes on, up and down or the mouse pick in the menu, l puts Bo in front of the text box and back again.
 * f flashes, s shakes, t changes the tone, d fades out and in, p turns a glow picture on and off. the box stays clear of all of them
 */

#include <stdio.h>
#include <math.h>

#include "konprogram.h"
#include "kon2d.h"
#include "konstage.h"
#include "kontextbox.h"
#include "konfx.h"

#if !defined(KON_MODULE_2D) || !defined(KON_MODULE_STAGE) || !defined(KON_MODULE_TEXTBOX) || !defined(KON_MODULE_FX) || !defined(KON_MODULE_FONT)
#error "build with: ./build.sh -d -m 2d,stage,textbox,fx,font obj/dialog"
#endif

#define VIEW_WIDTH 320
#define VIEW_HEIGHT 180

#define COL_BACKGROUND 0xFF1B1826u
#define COL_PANEL      0xFF26223Au
#define COL_PINK       0xFFF2A7C3u
#define COL_PINK_DARK  0xFFB5738Fu
#define COL_TEAL       0xFF8FD3C8u
#define COL_TEAL_DARK  0xFF5A9A90u
#define COL_SAND       0xFFF3DDA0u

enum { ADA, BO, SPRITES };

typedef struct state {
	kon_stage_t stage;
	kon_stageSprite_t sprites[4];
	kon_textbox_t box, menu;
	kon_screenfx_t fx;
	kon_image *back[2], *block[SPRITES], *glow;
	int who[SPRITES];
	int beat, background;
	int toned, faded, glowing, glowSprite;
} state_t;

/*** pictures ***/

static kon_image *makeBlock(int width, int height, uint32_t fill, uint32_t edge)
{
	kon_image *image = kon_createFramebuffer(width, height);

	if (!image) return NULL;
	kon_clearFramebuffer(image, edge);
	kon_fillRectangle(image, 3, 3, width - 6, height - 6, fill);
	return image;
}

static kon_image *makeGradient(uint32_t top, uint32_t bottom)
{
	kon_image *image = kon_createFramebuffer(2, VIEW_HEIGHT);
	int x, y;

	if (!image) return NULL;
	for (y = 0; y < VIEW_HEIGHT; y++) {
		uint32_t c = 0xFF000000u;
		int shift;

		for (shift = 0; shift < 24; shift += 8) {
			int a = (int)((top >> shift) & 0xFF), b = (int)((bottom >> shift) & 0xFF);

			c |= (uint32_t)(a + (b - a) * y / (VIEW_HEIGHT - 1)) << shift;
		}
		for (x = 0; x < 2; x++) image->data[y * 2 + x] = c;
	}
	return image;
}

static kon_image *makeGlow(int size)
{
	kon_image *image = kon_createFramebuffer(size, size);
	int x, y;

	if (!image) return NULL;
	for (y = 0; y < size; y++) {
		for (x = 0; x < size; x++) {
			float dx = ((float)x + 0.5f) / (float)size * 2.0f - 1.0f, dy = ((float)y + 0.5f) / (float)size * 2.0f - 1.0f;
			float d = sqrtf(dx * dx + dy * dy), a = d < 1.0f ? (1.0f - d) * (1.0f - d) : 0.0f;

			image->data[y * size + x] = ((uint32_t)(a * 255.0f) << 24) | (COL_SAND & 0x00FFFFFFu);
		}
	}
	return image;
}

/*** the scene ***/

static void say(state_t *state, int who, const char *text)
{
	kon_textboxSay(&state->box, who == ADA ? "Ada" : "Bo", text);
	kon_stageTween(&state->stage, state->who[ADA], KON_PROP_BRIGHTNESS, who == ADA ? 1.0f : 0.55f, 0.2f, KON_EASE_LINEAR);
	if (state->who[BO] >= 0) kon_stageTween(&state->stage, state->who[BO], KON_PROP_BRIGHTNESS, who == BO ? 1.0f : 0.55f, 0.2f, KON_EASE_LINEAR);
}

static void enter(state_t *state, int who, kon_slot_t slot, float fromX, kon_layer_t layer)
{
	int i = kon_stageAdd(&state->stage, state->block[who], NULL, layer);

	if (i < 0) return;
	state->who[who] = i;
	kon_stageMove(&state->stage, i, fromX, VIEW_HEIGHT, 0.0f, KON_EASE_LINEAR);
	kon_stageFade(&state->stage, i, 0.0f, 0.0f, KON_EASE_LINEAR);
	kon_stageFade(&state->stage, i, 1.0f, 0.5f, KON_EASE_OUT);
	kon_stagePlace(&state->stage, i, slot, 0.6f, KON_EASE_OUT);
}

static void beat(state_t *state)
{
	static const char *labels[3] = {"swap the background", "move Ada to the middle", "leave"};

	switch (state->beat++) {
	case 0:
		kon_stageBackground(&state->stage, state->back[0], KON_FIT_STRETCH, 0.0f);
		state->background = 0;
		enter(state, ADA, KON_SLOT_LEFT, -30.0f, KON_LAYER_BACK);
		state->who[BO] = -1;
		say(state, ADA, "Hello. The box is see through, and we both stand behind it.");
		break;
	case 1:
		enter(state, BO, KON_SLOT_FAR_RIGHT, VIEW_WIDTH + 30.0f, KON_LAYER_BACK);
		say(state, BO, "Press l and I come out in front of it. Press it again to go back.");
		break;
	case 2:
		say(state, ADA, "The letters arrive one at a time, and a message that does not fit goes on a second page. Press the action key to hurry a page up.");
		break;
	case 3:
		kon_textboxChoices(&state->menu, labels, 3);
		kon_textboxFitChoices(&state->menu, 170);
		kon_textboxCenter(&state->menu, VIEW_WIDTH, 0, 1, 0);
		kon_textboxMove(&state->menu, kon_tweenValue(&state->menu.x), (float)((int)kon_tweenValue(&state->box.y) - state->menu.height) / 2.0f, 0.0f, KON_EASE_LINEAR);
		break;
	case 4:
		say(state, BO, "Goodbye.");
		break;
	case 5:
		kon_stageHide(&state->stage, state->who[ADA], 0.6f);
		kon_stageHide(&state->stage, state->who[BO], 0.6f);
		break;
	default:
		state->beat = 0;
		break;
	}
}

static void choose(state_t *state, int index)
{
	state->beat = 3;
	if (index == 0) {
		state->background = !state->background;
		kon_stageBackground(&state->stage, state->back[state->background], KON_FIT_STRETCH, 1.0f);
		say(state, ADA, "A one second cross fade.");
	} else if (index == 1) {
		kon_stagePlace(&state->stage, state->who[ADA], KON_SLOT_CENTER, 0.8f, KON_EASE_INOUT);
		say(state, ADA, "Eased at both ends.");
	} else {
		state->beat = 4;
		say(state, BO, "Already?");
	}
}

static void action(state_t *state)
{
	if (state->menu.state == KON_TEXTBOX_CHOOSING) choose(state, kon_textboxConfirm(&state->menu));
	else kon_textboxAdvance(&state->box);
}

/*** program ***/

static int event(kon_program_t *program, const kon_event_t *ev, void *user)
{
	state_t *state = user;

	if (ev->type == KON_EVENT_KEY_DOWN) {
		if (ev->key == KON_KEY_SPACE || ev->key == KON_KEY_ENTER) action(state);
		else if (ev->key == KON_KEY_L && state->who[BO] >= 0) kon_stageLayer(&state->stage, state->who[BO], state->sprites[state->who[BO]].layer == KON_LAYER_BACK ? KON_LAYER_FRONT : KON_LAYER_BACK);
		else if (ev->key == KON_KEY_F) kon_screenfxFlash(&state->fx, 0xC0FFFFFFu, 0.4f);
		else if (ev->key == KON_KEY_S) kon_screenfxShake(&state->fx, 5.0f, 2.0f, 12.0f, 0.5f);
		else if (ev->key == KON_KEY_T) {
			state->toned = !state->toned;
			kon_screenfxTone(&state->fx, state->toned ? 30 : 0, state->toned ? 10 : 0, state->toned ? -20 : 0, state->toned ? 80 : 0, 0.8f, KON_EASE_INOUT);
		} else if (ev->key == KON_KEY_D) {
			state->faded = !state->faded;
			kon_screenfxFade(&state->fx, COL_BACKGROUND, state->faded ? 1.0f : 0.0f, 0.8f, KON_EASE_LINEAR);
		} else if (ev->key == KON_KEY_P) {
			state->glowing = !state->glowing;
			kon_stageFade(&state->stage, state->glowSprite, state->glowing ? 0.9f : 0.0f, 0.6f, KON_EASE_LINEAR);
		}
		else if (ev->key == KON_KEY_UP) kon_textboxSelect(&state->menu, -1);
		else if (ev->key == KON_KEY_DOWN) kon_textboxSelect(&state->menu, 1);
		else return 0;
	} else if (ev->type == KON_EVENT_MOUSE_MOVE) {
		int x, y;

		if (kon_windowToGame(program->display, ev->mouseX, ev->mouseY, &x, &y)) kon_textboxHighlight(&state->menu, kon_textboxChoiceAt(&state->menu, x, y));
	} else if (ev->type == KON_EVENT_MOUSE_DOWN && ev->mouseButton == KON_MOUSE_LEFT) {
		int x, y;

		if (state->menu.state == KON_TEXTBOX_CHOOSING) {
			if (kon_windowToGame(program->display, ev->mouseX, ev->mouseY, &x, &y) && kon_textboxChoiceAt(&state->menu, x, y) >= 0) action(state);
		} else {
			action(state);
		}
	} else {
		return 0;
	}
	return 1;
}

static void update(kon_program_t *program, double dt, void *user)
{
	state_t *state = user;

	kon_stageUpdate(&state->stage, (float)dt);
	kon_screenfxUpdate(&state->fx, (float)dt);
	kon_stageRotate(&state->stage, state->glowSprite, (float)program->time * 0.3f, 0.0f, KON_EASE_LINEAR);
	kon_textboxUpdate(&state->box, (float)dt);
	kon_textboxUpdate(&state->menu, (float)dt);
	if (state->box.state == KON_TEXTBOX_EMPTY && state->menu.state == KON_TEXTBOX_EMPTY && !kon_stageBusy(&state->stage)) beat(state);
}

static void draw(kon_program_t *program, kon_framebuffer_t *game, void *user)
{
	state_t *state = user;

	(void)program;
	kon_clearFramebuffer(game, COL_BACKGROUND);
	kon_stageDrawBackground(&state->stage, game);
	kon_stageDraw(&state->stage, game, KON_LAYER_BACK);
	kon_screenfxApply(&state->fx, game);
	kon_textboxDraw(&state->box, game);
	kon_stageDraw(&state->stage, game, KON_LAYER_FRONT);
	kon_textboxDraw(&state->menu, game);
}

static int init(kon_program_t *program, void *user)
{
	state_t *state = user;

	state->back[0] = makeGradient(0xFF2E2848u, COL_BACKGROUND);
	state->back[1] = makeGradient(0xFF2A3A44u, 0xFF1B1826u);
	state->block[ADA] = makeBlock(64, 120, COL_PINK, COL_PINK_DARK);
	state->block[BO] = makeBlock(64, 132, COL_TEAL, COL_TEAL_DARK);
	if (!state->back[0] || !state->back[1] || !state->block[ADA] || !state->block[BO]) return 0;

	kon_stageInit(&state->stage, state->sprites, 4, VIEW_WIDTH, VIEW_HEIGHT);
	state->who[ADA] = state->who[BO] = -1;
	kon_screenfxInit(&state->fx);

	state->glow = makeGlow(160);
	if (!state->glow) return 0;
	state->glowSprite = kon_stageAdd(&state->stage, state->glow, NULL, KON_LAYER_BACK);
	state->sprites[state->glowSprite].blend = KON_BLEND_ADD;
	state->sprites[state->glowSprite].anchorX = state->sprites[state->glowSprite].anchorY = 0.5f;
	state->sprites[state->glowSprite].z = 10;
	kon_stageMove(&state->stage, state->glowSprite, VIEW_WIDTH * 0.5f, 60.0f, 0.0f, KON_EASE_LINEAR);

	kon_textboxInit(&state->box, program->font, 12, 118, VIEW_WIDTH - 24, 52);
	state->box.panel.fill = 0xA026223Au;
	state->box.plate.fill = 0xE0332E4Eu;
	kon_textboxInit(&state->menu, program->font, 0, 0, 170, 40);
	state->menu.choiceMode = KON_CHOICES_BUTTONS;
	state->menu.choiceAlign = KON_ALIGN_CENTER;
	state->menu.buttonSelected.fill = COL_SAND;
	return 1;
}

static void shutdown(kon_program_t *program, void *user)
{
	state_t *state = user;
	int i;

	(void)program;
	for (i = 0; i < 2; i++) kon_freeFramebuffer(state->back[i]);
	for (i = 0; i < SPRITES; i++) kon_freeFramebuffer(state->block[i]);
	kon_freeFramebuffer(state->glow);
}

int main(void)
{
	state_t state = {0};
	kon_programConfig_t config = {0};

	config.title = "dialog";
	config.gameWidth = VIEW_WIDTH;
	config.gameHeight = VIEW_HEIGHT;
	config.windowWidth = 1280;
	config.windowHeight = 720;
	config.user = &state;
	config.init = init;
	config.event = event;
	config.update = update;
	config.draw = draw;
	config.shutdown = shutdown;
	return kon_programRun(&config);
}