WIP: Switch to domkit for dialogue
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135
src/components/DialogueBoxComponent.hx
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135
src/components/DialogueBoxComponent.hx
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package components;
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import dialogue.event.NextLine;
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@:uiComp("dialogue-option")
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class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
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static var SRC = <dialogue-option>
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<text text={label} public font={Game.current.font} id="labelTxt" />
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</dialogue-option>;
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public var label(get, set):String;
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function get_label()
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return labelTxt.text;
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function set_label(s) {
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labelTxt.text = s;
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return s;
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}
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public function new(label:String, ?parent) {
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super(parent);
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initComponent();
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enableInteractive = true;
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interactive.onClick = function(_) onClick();
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interactive.onOver = function(_) {
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dom.hover = true;
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};
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interactive.onPush = function(_) {
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dom.active = true;
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};
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interactive.onRelease = function(_) {
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dom.active = false;
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};
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interactive.onOut = function(_) {
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dom.hover = false;
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};
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}
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public dynamic function onClick() {}
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}
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@:uiComp("dialogue-options")
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class DialogueOptionsComponent extends h2d.Flow implements h2d.domkit.Object {
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static var SRC = <dialogue-options>
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${options}
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</dialogue-options>;
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public var options:Array<DialogueOptionComponent>;
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}
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@:uiComp("dialogue-box")
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class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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var timer:haxe.Timer;
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var chan:hxd.snd.Channel;
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var textPos:Int = 0;
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var game:Game;
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static var SRC = <dialogue-box>
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<scale-grid id="dialogueBackground">
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<text text={displayedText} public font={Game.current.font} id="dialogueText" />
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</scale-grid>
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</dialogue-box>
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public var displayedText(get, set):String;
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function get_displayedText()
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return dialogueText.text;
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function set_displayedText(s) {
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dialogueText.text = s;
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return s;
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}
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public var internalText(default, set):String;
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function set_internalText(t) {
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internalText = t;
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timer = new haxe.Timer(30);
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timer.run = updateText;
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displayedText = "";
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textPos = 0;
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return t;
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}
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public function new(text:String, ?parent) {
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this.game = Game.current;
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super(parent);
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initComponent();
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internalText = text;
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this.dialogueBackground.tile = Res.ui.toTile();
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this.dialogueBackground.borderWidth = 5;
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this.dialogueBackground.borderHeight = 5;
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this.dialogueBackground.colorKey = 0xFF00FF;
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this.dialogueBackground.width = this.innerWidth;
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this.dialogueBackground.height = this.innerHeight;
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// trace(this.dialogueBackground.width);
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enableInteractive = true;
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interactive.onClick = function(_) onClick();
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}
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function updateText() {
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if (textPos == internalText.length) {
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timer.stop();
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// onReady();
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// if (chan != null)
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// chan.stop();
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return;
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}
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// if (chan != null) {
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// switch (text.charCodeAt(textPos)) {
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// case " ".code, "\n".code:
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// chan.volume = 0;
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// default:
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// if (chan.volume == 0)
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// chan.volume = 1
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// else
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// chan.volume *= 0.9;
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// }
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// }
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textPos++;
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displayedText = internalText.substr(0, textPos);
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}
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public dynamic function onClick() {
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if (textPos == internalText.length)
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Game.current.globalEventBus.publishEvent(new NextLine());
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else if (textPos < internalText.length) {
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textPos = internalText.length;
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displayedText = internalText;
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updateText();
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};
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}
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}
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