parallel animations, a different test dialogue, utf-8
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@@ -1,9 +1,10 @@
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#include <cstdio>
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#include <cstdio>
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#include <cstdint>
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#include <cstdint>
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#include <cstring>
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#include <cstring>
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#include <unordered_map>
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#include <unordered_map>
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#include <string>
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#include <string>
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#include <chrono> // <-- NEW: For delta-time calculation
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#include <chrono>
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#include <vector> // <-- NEW: For tracking multiple animations
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#include <window.h>
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#include <window.h>
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#include <text.h>
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#include <text.h>
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#include <compositor.h>
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#include <compositor.h>
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@@ -14,52 +15,41 @@
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// ============================================================================
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// ============================================================================
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enum CommandType {
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enum CommandType {
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CMD_SHOW, // Show character with specific sprite
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CMD_SHOW,
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CMD_HIDE, // Hide character (all sprites)
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CMD_HIDE,
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CMD_MOVE, // Move character to position
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CMD_MOVE,
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CMD_CHANGE_SPRITE, // Change character's sprite/expression
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CMD_CHANGE_SPRITE,
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CMD_SET_Z, // Change z-order
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CMD_SET_Z,
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CMD_SET_SCALE, // Change scale
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CMD_SET_SCALE,
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CMD_SPEAK, // Display dialogue
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CMD_SPEAK,
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CMD_WAIT, // Wait for click
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CMD_WAIT,
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CMD_BACKGROUND, // Change background
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CMD_BACKGROUND,
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};
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};
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enum TransitionType {
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enum TransitionType {
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TRANS_NONE, // Instant snap
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TRANS_NONE,
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TRANS_FADE, // Fade in / Fade out
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TRANS_FADE,
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TRANS_SLIDE_LEFT, // Slide in from left
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TRANS_SLIDE_LEFT,
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TRANS_SLIDE_RIGHT, // Slide in from right
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TRANS_SLIDE_RIGHT,
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};
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};
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// Easing enums (must match compositor.h)
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// We provide them here for the demo's compilation
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#ifndef COMPOSITOR_H
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enum easing_t {
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EASE_LINEAR = 0, EASE_IN_QUAD, EASE_OUT_QUAD, EASE_IN_OUT_QUAD,
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EASE_IN_CUBIC, EASE_OUT_CUBIC, EASE_IN_OUT_CUBIC
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};
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#endif
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struct Command {
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struct Command {
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CommandType type;
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CommandType type;
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const char* character_name; // Which character (by name)
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const char* character_name;
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// Position/transform data
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int x, y;
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int x, y;
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int z;
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int z;
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float scale;
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float scale;
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// Sprite/image data
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const char* sprite_name;
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const char* sprite_name;
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// Dialogue data
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const char* speaker;
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const char* speaker;
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const char* text;
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const char* text;
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// Animation/transition data
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TransitionType transition;
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TransitionType transition;
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float duration_ms;
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float duration_ms;
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bool blocking; // NEW: If true, wait for this animation to complete before next command
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};
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};
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struct Scene {
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struct Scene {
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@@ -78,24 +68,71 @@ struct Scene {
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}
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}
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};
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};
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// ============================================================================
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// ANIMATION TRACKER
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// ============================================================================
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struct ActiveAnimation {
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float remaining_time;
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ActiveAnimation(float duration) : remaining_time(duration) {}
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};
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class AnimationTracker {
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private:
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std::vector<ActiveAnimation> active_animations;
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public:
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void add_animation(float duration_sec) {
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if (duration_sec > 0.0f) {
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active_animations.push_back(ActiveAnimation(duration_sec));
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}
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}
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void update(float delta_time) {
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for (size_t i = 0; i < active_animations.size(); ) {
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active_animations[i].remaining_time -= delta_time;
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if (active_animations[i].remaining_time <= 0.0f) {
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// Animation finished, remove it
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active_animations.erase(active_animations.begin() + i);
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}
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else {
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++i;
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}
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}
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}
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bool has_active_animations() const {
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return !active_animations.empty();
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}
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void clear() {
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active_animations.clear();
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}
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int count() const {
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return active_animations.size();
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}
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};
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// ============================================================================
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// ============================================================================
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// CHARACTER MANAGEMENT
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// CHARACTER MANAGEMENT
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// ============================================================================
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// ============================================================================
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struct SpriteElement {
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struct SpriteElement {
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uint32_t* image_data;
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uint32_t* image_data;
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uint32_t element_id; // compositor element ID
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uint32_t element_id;
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bool visible;
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bool visible;
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};
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};
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struct Character {
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struct Character {
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std::string name;
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std::string name;
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std::unordered_map<std::string, SpriteElement> sprites; // emotion -> sprite
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std::unordered_map<std::string, SpriteElement> sprites;
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int width, height;
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int width, height;
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int current_x, current_y;
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int current_x, current_y;
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int current_z;
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int current_z;
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float current_scale;
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float current_scale;
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std::string current_sprite; // Which sprite is currently visible
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std::string current_sprite;
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};
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};
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class CharacterManager {
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class CharacterManager {
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@@ -109,7 +146,6 @@ public:
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: compositor(comp), screen_width(screen_w) {
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: compositor(comp), screen_width(screen_w) {
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}
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}
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// Register a character
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void add_character(const char* name, int width, int height) {
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void add_character(const char* name, int width, int height) {
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Character ch;
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Character ch;
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ch.name = name;
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ch.name = name;
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@@ -123,7 +159,6 @@ public:
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characters[name] = ch;
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characters[name] = ch;
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}
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}
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// Load a sprite for a character and insert it into compositor
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void load_sprite(const char* name, const char* emotion, const char* filename,
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void load_sprite(const char* name, const char* emotion, const char* filename,
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int width, int height, int initial_z = 1) {
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int width, int height, int initial_z = 1) {
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auto it = characters.find(name);
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auto it = characters.find(name);
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@@ -137,21 +172,18 @@ public:
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elem.element_id = compositor_insert(compositor, img, width, height, 0, 0, initial_z);
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elem.element_id = compositor_insert(compositor, img, width, height, 0, 0, initial_z);
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elem.visible = false;
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elem.visible = false;
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// NEW: Start fully faded out and invisible
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compositor_set_alpha(compositor, elem.element_id, 0.0f);
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compositor_set_alpha(compositor, elem.element_id, 0.0f);
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compositor_set_visible(compositor, elem.element_id, false);
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compositor_set_visible(compositor, elem.element_id, false);
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it->second.sprites[emotion] = elem;
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it->second.sprites[emotion] = elem;
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}
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}
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// Get character by name
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Character* get_character(const char* name) {
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Character* get_character(const char* name) {
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auto it = characters.find(name);
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auto it = characters.find(name);
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if (it != characters.end()) return &it->second;
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if (it != characters.end()) return &it->second;
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return nullptr;
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return nullptr;
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}
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}
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// Get the element ID of the character's currently active sprite
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uint32_t get_active_element_id(Character* ch) {
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uint32_t get_active_element_id(Character* ch) {
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if (!ch || ch->current_sprite.empty()) return 0;
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if (!ch || ch->current_sprite.empty()) return 0;
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auto it = ch->sprites.find(ch->current_sprite);
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auto it = ch->sprites.find(ch->current_sprite);
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@@ -159,13 +191,11 @@ public:
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return it->second.element_id;
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return it->second.element_id;
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}
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}
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// Show character with specific sprite
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void show_character(const char* name, int x, int y, int z, const char* sprite_name,
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void show_character(const char* name, int x, int y, int z, const char* sprite_name,
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TransitionType transition, float duration_ms) {
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TransitionType transition, float duration_ms) {
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Character* ch = get_character(name);
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Character* ch = get_character(name);
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if (!ch) return;
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if (!ch) return;
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// Hide all other sprites for this character first
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for (auto& pair : ch->sprites) {
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for (auto& pair : ch->sprites) {
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if (pair.first != sprite_name && pair.second.visible) {
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if (pair.first != sprite_name && pair.second.visible) {
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compositor_set_visible(compositor, pair.second.element_id, false);
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compositor_set_visible(compositor, pair.second.element_id, false);
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@@ -174,44 +204,40 @@ public:
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}
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}
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}
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}
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// Find the requested sprite
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auto it = ch->sprites.find(sprite_name);
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auto it = ch->sprites.find(sprite_name);
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if (it == ch->sprites.end()) return;
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if (it == ch->sprites.end()) return;
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SpriteElement& elem = it->second;
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SpriteElement& elem = it->second;
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float duration_sec = duration_ms / 1000.0f;
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float duration_sec = duration_ms / 1000.0f;
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// Update state
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ch->current_x = x;
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ch->current_x = x;
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ch->current_y = y;
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ch->current_y = y;
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ch->current_z = z;
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ch->current_z = z;
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ch->current_sprite = sprite_name;
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ch->current_sprite = sprite_name;
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elem.visible = true; // Mark as logically visible
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elem.visible = true;
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// Set properties that aren't animated
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compositor_set_zorder(compositor, elem.element_id, z);
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compositor_set_zorder(compositor, elem.element_id, z);
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// --- NEW: Apply Transition ---
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if (transition == TRANS_FADE) {
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if (transition == TRANS_FADE) {
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compositor_set_position(compositor, elem.element_id, x, y); // Snap position
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compositor_set_position(compositor, elem.element_id, x, y);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_animate_fade(compositor, elem.element_id, 1.0f, duration_sec, EASE_LINEAR);
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compositor_animate_fade(compositor, elem.element_id, 1.0f, duration_sec, EASE_LINEAR);
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}
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}
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else if (transition == TRANS_SLIDE_LEFT) {
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else if (transition == TRANS_SLIDE_LEFT) {
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int start_x = -ch->width; // Start off-screen left
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int start_x = -ch->width;
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compositor_set_position(compositor, elem.element_id, start_x, y);
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compositor_set_position(compositor, elem.element_id, start_x, y);
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compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
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compositor_set_alpha(compositor, elem.element_id, 1.0f);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
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compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
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}
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}
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else if (transition == TRANS_SLIDE_RIGHT) {
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else if (transition == TRANS_SLIDE_RIGHT) {
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int start_x = screen_width; // Start off-screen right
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int start_x = screen_width;
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compositor_set_position(compositor, elem.element_id, start_x, y);
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compositor_set_position(compositor, elem.element_id, start_x, y);
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compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
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compositor_set_alpha(compositor, elem.element_id, 1.0f);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
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compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
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}
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}
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else { // TRANS_NONE
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else {
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compositor_set_position(compositor, elem.element_id, x, y);
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compositor_set_position(compositor, elem.element_id, x, y);
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compositor_set_alpha(compositor, elem.element_id, 1.0f);
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compositor_set_alpha(compositor, elem.element_id, 1.0f);
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compositor_set_visible(compositor, elem.element_id, true);
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compositor_set_visible(compositor, elem.element_id, true);
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@@ -224,14 +250,12 @@ public:
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float duration_sec = duration_ms / 1000.0f;
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float duration_sec = duration_ms / 1000.0f;
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// Hide all visible sprites for this character
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for (auto& pair : ch->sprites) {
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for (auto& pair : ch->sprites) {
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if (pair.second.visible) {
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if (pair.second.visible) {
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if (transition == TRANS_FADE) {
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if (transition == TRANS_FADE) {
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// compositor_tick will set invisible on completion
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compositor_animate_fade(compositor, pair.second.element_id, 0.0f, duration_sec, EASE_LINEAR);
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compositor_animate_fade(compositor, pair.second.element_id, 0.0f, duration_sec, EASE_LINEAR);
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}
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}
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else { // TRANS_NONE
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else {
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compositor_set_visible(compositor, pair.second.element_id, false);
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compositor_set_visible(compositor, pair.second.element_id, false);
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compositor_set_alpha(compositor, pair.second.element_id, 0.0f);
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compositor_set_alpha(compositor, pair.second.element_id, 0.0f);
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}
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}
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@@ -259,12 +283,9 @@ public:
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}
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}
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void change_sprite(const char* name, const char* new_emotion) {
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void change_sprite(const char* name, const char* new_emotion) {
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// This is an instant snap for cross-fading, which is more complex.
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// For now, we just snap.
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Character* ch = get_character(name);
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Character* ch = get_character(name);
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if (!ch) return;
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if (!ch) return;
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// Hide current sprite
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if (!ch->current_sprite.empty()) {
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if (!ch->current_sprite.empty()) {
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auto old_it = ch->sprites.find(ch->current_sprite);
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auto old_it = ch->sprites.find(ch->current_sprite);
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if (old_it != ch->sprites.end()) {
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if (old_it != ch->sprites.end()) {
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@@ -274,7 +295,6 @@ public:
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}
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}
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}
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}
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// Show new sprite at same position/z
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auto new_it = ch->sprites.find(new_emotion);
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auto new_it = ch->sprites.find(new_emotion);
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if (new_it != ch->sprites.end()) {
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if (new_it != ch->sprites.end()) {
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compositor_set_position(compositor, new_it->second.element_id,
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compositor_set_position(compositor, new_it->second.element_id,
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@@ -304,7 +324,7 @@ public:
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ch->current_scale = scale;
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ch->current_scale = scale;
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float duration_sec = duration_ms / 1000.0f;
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float duration_sec = duration_ms / 1000.0f;
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if (transition == TRANS_FADE) { // Use "fade" as a stand-in for "smooth"
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if (transition == TRANS_FADE) {
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compositor_animate_scale(compositor, id, scale, duration_sec, EASE_IN_OUT_QUAD);
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compositor_animate_scale(compositor, id, scale, duration_sec, EASE_IN_OUT_QUAD);
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}
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}
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else {
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else {
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@@ -312,7 +332,6 @@ public:
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}
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}
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}
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}
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// Cleanup
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~CharacterManager() {
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~CharacterManager() {
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for (auto& pair : characters) {
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for (auto& pair : characters) {
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for (auto& sprite : pair.second.sprites) {
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for (auto& sprite : pair.second.sprites) {
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@@ -342,37 +361,36 @@ public:
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name_id(nid), dialogue_id(did) {
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name_id(nid), dialogue_id(did) {
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}
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}
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// NEW: Execute a command and return the duration of any triggered animation
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float execute(const Command* cmd) {
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float execute(const Command* cmd) {
|
||||||
switch (cmd->type) {
|
switch (cmd->type) {
|
||||||
case CMD_SHOW:
|
case CMD_SHOW:
|
||||||
char_manager->show_character(cmd->character_name, cmd->x, cmd->y,
|
char_manager->show_character(cmd->character_name, cmd->x, cmd->y,
|
||||||
cmd->z, cmd->sprite_name,
|
cmd->z, cmd->sprite_name,
|
||||||
cmd->transition, cmd->duration_ms);
|
cmd->transition, cmd->duration_ms);
|
||||||
return cmd->duration_ms / 1000.0f; // Return duration
|
return cmd->duration_ms / 1000.0f;
|
||||||
|
|
||||||
case CMD_HIDE:
|
case CMD_HIDE:
|
||||||
char_manager->hide_character(cmd->character_name,
|
char_manager->hide_character(cmd->character_name,
|
||||||
cmd->transition, cmd->duration_ms);
|
cmd->transition, cmd->duration_ms);
|
||||||
return cmd->duration_ms / 1000.0f; // Return duration
|
return cmd->duration_ms / 1000.0f;
|
||||||
|
|
||||||
case CMD_MOVE:
|
case CMD_MOVE:
|
||||||
char_manager->move_character(cmd->character_name, cmd->x, cmd->y,
|
char_manager->move_character(cmd->character_name, cmd->x, cmd->y,
|
||||||
cmd->transition, cmd->duration_ms);
|
cmd->transition, cmd->duration_ms);
|
||||||
return cmd->duration_ms / 1000.0f; // Return duration
|
return cmd->duration_ms / 1000.0f;
|
||||||
|
|
||||||
case CMD_CHANGE_SPRITE:
|
case CMD_CHANGE_SPRITE:
|
||||||
char_manager->change_sprite(cmd->character_name, cmd->sprite_name);
|
char_manager->change_sprite(cmd->character_name, cmd->sprite_name);
|
||||||
break; // Instant
|
break;
|
||||||
|
|
||||||
case CMD_SET_Z:
|
case CMD_SET_Z:
|
||||||
char_manager->set_z(cmd->character_name, cmd->z);
|
char_manager->set_z(cmd->character_name, cmd->z);
|
||||||
break; // Instant
|
break;
|
||||||
|
|
||||||
case CMD_SET_SCALE:
|
case CMD_SET_SCALE:
|
||||||
char_manager->set_scale(cmd->character_name, cmd->scale,
|
char_manager->set_scale(cmd->character_name, cmd->scale,
|
||||||
cmd->transition, cmd->duration_ms);
|
cmd->transition, cmd->duration_ms);
|
||||||
return cmd->duration_ms / 1000.0f; // Return duration
|
return cmd->duration_ms / 1000.0f;
|
||||||
|
|
||||||
case CMD_SPEAK:
|
case CMD_SPEAK:
|
||||||
text_clear(name_text);
|
text_clear(name_text);
|
||||||
@@ -385,13 +403,13 @@ public:
|
|||||||
}
|
}
|
||||||
compositor_mark_content_dirty(compositor, name_id);
|
compositor_mark_content_dirty(compositor, name_id);
|
||||||
compositor_mark_content_dirty(compositor, dialogue_id);
|
compositor_mark_content_dirty(compositor, dialogue_id);
|
||||||
break; // Instant
|
break;
|
||||||
|
|
||||||
case CMD_WAIT:
|
case CMD_WAIT:
|
||||||
case CMD_BACKGROUND:
|
case CMD_BACKGROUND:
|
||||||
break; // No-op
|
break;
|
||||||
}
|
}
|
||||||
return 0.0f; // Default: no duration
|
return 0.0f;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -399,11 +417,10 @@ public:
|
|||||||
// MAIN PROGRAM
|
// MAIN PROGRAM
|
||||||
// ============================================================================
|
// ============================================================================
|
||||||
|
|
||||||
// NEW: Main application state
|
|
||||||
enum AppState {
|
enum AppState {
|
||||||
STATE_IDLE, // Ready to process next command
|
STATE_IDLE,
|
||||||
STATE_ANIMATING, // Waiting for an animation to finish
|
STATE_ANIMATING,
|
||||||
STATE_WAITING_FOR_INPUT // Waiting for user click (after CMD_WAIT)
|
STATE_WAITING_FOR_INPUT
|
||||||
};
|
};
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
@@ -423,14 +440,12 @@ int main() {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- Background ---
|
|
||||||
uint32_t* bg = image_load_resized("assets/background.png", WIDTH, HEIGHT);
|
uint32_t* bg = image_load_resized("assets/background.png", WIDTH, HEIGHT);
|
||||||
if (bg) {
|
if (bg) {
|
||||||
uint32_t bg_id = compositor_insert(compositor, bg, WIDTH, HEIGHT, 0, 0, 0);
|
uint32_t bg_id = compositor_insert(compositor, bg, WIDTH, HEIGHT, 0, 0, 0);
|
||||||
compositor_set_alpha(compositor, bg_id, 1.0f); // Make sure bg is visible
|
compositor_set_alpha(compositor, bg_id, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- Character Setup ---
|
|
||||||
const int CHAR_WIDTH = 400;
|
const int CHAR_WIDTH = 400;
|
||||||
const int CHAR_HEIGHT = 600;
|
const int CHAR_HEIGHT = 600;
|
||||||
const int CHAR_Y_OFFSET = 140;
|
const int CHAR_Y_OFFSET = 140;
|
||||||
@@ -438,111 +453,147 @@ int main() {
|
|||||||
|
|
||||||
CharacterManager char_manager(compositor, WIDTH);
|
CharacterManager char_manager(compositor, WIDTH);
|
||||||
|
|
||||||
// Register characters
|
|
||||||
char_manager.add_character("maksw", CHAR_WIDTH, CHAR_HEIGHT);
|
char_manager.add_character("maksw", CHAR_WIDTH, CHAR_HEIGHT);
|
||||||
char_manager.add_character("wikor", CHAR_WIDTH, CHAR_HEIGHT);
|
char_manager.add_character("wikor", CHAR_WIDTH, CHAR_HEIGHT);
|
||||||
|
|
||||||
// Load sprites - these get pre-inserted into compositor (hidden, alpha 0)
|
|
||||||
char_manager.load_sprite("maksw", "neutral", "assets/maksw.png", CHAR_WIDTH, CHAR_HEIGHT);
|
char_manager.load_sprite("maksw", "neutral", "assets/maksw.png", CHAR_WIDTH, CHAR_HEIGHT);
|
||||||
char_manager.load_sprite("wikor", "neutral", "assets/wikor.png", CHAR_WIDTH, CHAR_HEIGHT);
|
char_manager.load_sprite("wikor", "neutral", "assets/wikor.png", CHAR_WIDTH, CHAR_HEIGHT);
|
||||||
|
|
||||||
// --- Textbox ---
|
|
||||||
uint32_t* textbox = image_load_resized("assets/textbox.png", WIDTH, 180);
|
uint32_t* textbox = image_load_resized("assets/textbox.png", WIDTH, 180);
|
||||||
if (textbox) {
|
if (textbox) {
|
||||||
uint32_t box_id = compositor_insert(compositor, textbox, WIDTH, 180, 0, HEIGHT - 180, 3);
|
uint32_t box_id = compositor_insert(compositor, textbox, WIDTH, 180, 0, HEIGHT - 180, 3);
|
||||||
compositor_set_alpha(compositor, box_id, 1.0f); // Make sure it's visible
|
compositor_set_alpha(compositor, box_id, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- Text Layers ---
|
|
||||||
text_t* name_text = text_init(WIDTH, HEIGHT);
|
text_t* name_text = text_init(WIDTH, HEIGHT);
|
||||||
uint32_t name_id = compositor_insert(compositor, text_getfb(name_text),
|
uint32_t name_id = compositor_insert(compositor, text_getfb(name_text),
|
||||||
WIDTH, HEIGHT, 60, HEIGHT - 170, 4);
|
WIDTH, HEIGHT, 60, HEIGHT - 170, 4);
|
||||||
compositor_set_alpha(compositor, name_id, 1.0f); // Text is pre-multiplied
|
compositor_set_alpha(compositor, name_id, 1.0f);
|
||||||
|
|
||||||
text_t* dialogue_text = text_init_shared(name_text, WIDTH, HEIGHT);
|
text_t* dialogue_text = text_init_shared(name_text, WIDTH - 140, HEIGHT);
|
||||||
uint32_t dialogue_id = compositor_insert(compositor, text_getfb(dialogue_text),
|
uint32_t dialogue_id = compositor_insert(compositor, text_getfb(dialogue_text),
|
||||||
WIDTH, HEIGHT, 60, HEIGHT - 130, 4);
|
WIDTH - 140, HEIGHT, 60, HEIGHT - 130, 4);
|
||||||
compositor_set_alpha(compositor, dialogue_id, 1.0f);
|
compositor_set_alpha(compositor, dialogue_id, 1.0f);
|
||||||
|
|
||||||
// --- Scene Script (UPDATED with transitions) ---
|
// --- Scene Script ---
|
||||||
Command scene_commands[] = {
|
Command scene_commands[] = {
|
||||||
// Show both characters
|
// Show both characters IN PARALLEL
|
||||||
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f},
|
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f, false},
|
||||||
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f},
|
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f, true},
|
||||||
|
|
||||||
// Maksw speaks (bring to front, scale up, move slightly forward)
|
// Maksw speaks
|
||||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||||
"Hey, Wikor, nice weather today, huh?", TRANS_NONE, 0},
|
u8"Hey, admirał wiktorov, the sun's actually out today. Did the weather daemon crash overnight?", TRANS_NONE, 0, true},
|
||||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
// Wikor responds
|
// Wikor responds
|
||||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||||
"Yeah, it's surprisingly sunny for November.", TRANS_NONE, 0},
|
"Either that, or someone forgot to reboot the clouds. I didn't authorize this much sunlight.", TRANS_NONE, 0, true},
|
||||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
// Maksw speaks again
|
// Maksw replies
|
||||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||||
"We should get back to debugging soon though.", TRANS_NONE, 0},
|
"You sound disappointed. Don't tell me you actually prefer the cold and gloom.", TRANS_NONE, 0, true},
|
||||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
// Wikor final line
|
// Wikor gets smug
|
||||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||||
"You're right, that compositor won't fix itself.", TRANS_NONE, 0},
|
"Cold means fewer bugs - in the code and in the air. The moment it warms up, the chaos begins.", TRANS_NONE, 0, true},
|
||||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
// Fade out
|
// Maksw teasingly replies
|
||||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, ""},
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
|
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
|
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||||
|
"You just don't like seeing people happy. Admit it.", TRANS_NONE, 0, true},
|
||||||
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
|
// Wikor snarks back
|
||||||
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
|
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||||
|
"Happiness is fine, as long as it doesn't interfere with system uptime.", TRANS_NONE, 0, true},
|
||||||
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
|
// Closing line
|
||||||
|
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||||
|
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||||
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||||
|
"Then let's keep uptime at 100% and go grab some coffee before the next storm update.", TRANS_NONE, 0, true},
|
||||||
|
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||||
|
|
||||||
|
// Fade out both
|
||||||
|
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "", nullptr, TRANS_NONE, 0, false},
|
||||||
|
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, false},
|
||||||
|
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, true},
|
||||||
};
|
};
|
||||||
|
|
||||||
Scene scene = { scene_commands, sizeof(scene_commands) / sizeof(Command), 0 };
|
Scene scene = { scene_commands, sizeof(scene_commands) / sizeof(Command), 0 };
|
||||||
CommandExecutor executor(&char_manager, compositor, name_text, dialogue_text,
|
CommandExecutor executor(&char_manager, compositor, name_text, dialogue_text,
|
||||||
name_id, dialogue_id);
|
name_id, dialogue_id);
|
||||||
|
|
||||||
// --- Main Loop ---
|
|
||||||
bool running = true;
|
bool running = true;
|
||||||
|
|
||||||
// NEW: State machine variables
|
AppState current_state = STATE_IDLE;
|
||||||
AppState current_state = STATE_IDLE; // Start in IDLE to process first commands
|
AnimationTracker anim_tracker; // NEW: Track multiple animations
|
||||||
float animation_timer = 0.0f;
|
|
||||||
|
|
||||||
// NEW: Delta-time variables
|
|
||||||
auto last_frame_time = std::chrono::high_resolution_clock::now();
|
auto last_frame_time = std::chrono::high_resolution_clock::now();
|
||||||
|
|
||||||
|
int frame_count = 0;
|
||||||
|
float frame_time_sum = 0.0f;
|
||||||
|
const int FPS_REPORT_FRAME_COUNT = 60;
|
||||||
|
|
||||||
while (running) {
|
while (running) {
|
||||||
if (window_pollevent(window)) running = false;
|
if (window_pollevent(window)) running = false;
|
||||||
|
|
||||||
// --- 1. Calculate Delta Time ---
|
|
||||||
auto current_time = std::chrono::high_resolution_clock::now();
|
auto current_time = std::chrono::high_resolution_clock::now();
|
||||||
std::chrono::duration<float> delta_duration = current_time - last_frame_time;
|
std::chrono::duration<float> delta_duration = current_time - last_frame_time;
|
||||||
float delta_time_sec = delta_duration.count();
|
float delta_time_sec = delta_duration.count();
|
||||||
last_frame_time = current_time;
|
last_frame_time = current_time;
|
||||||
|
|
||||||
// --- 2. Update Animations (ALWAYS) ---
|
frame_count++;
|
||||||
|
frame_time_sum += delta_time_sec;
|
||||||
|
|
||||||
|
if (frame_count >= FPS_REPORT_FRAME_COUNT) {
|
||||||
|
float avg_delta_time = frame_time_sum / (float)frame_count;
|
||||||
|
float fps = 1.0f / avg_delta_time;
|
||||||
|
printf("FPS: %.2f (over %d frames)\n", fps, FPS_REPORT_FRAME_COUNT);
|
||||||
|
|
||||||
|
// Reset counters
|
||||||
|
frame_count = 0;
|
||||||
|
frame_time_sum = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
compositor_tick(compositor, delta_time_sec);
|
compositor_tick(compositor, delta_time_sec);
|
||||||
|
|
||||||
// Update text animation
|
|
||||||
text_nextframe(name_text);
|
text_nextframe(name_text);
|
||||||
text_nextframe(dialogue_text);
|
text_nextframe(dialogue_text);
|
||||||
compositor_mark_content_dirty(compositor, name_id);
|
compositor_mark_content_dirty(compositor, name_id);
|
||||||
compositor_mark_content_dirty(compositor, dialogue_id);
|
compositor_mark_content_dirty(compositor, dialogue_id);
|
||||||
|
|
||||||
// --- 3. Handle Input ---
|
// NEW: Update animation tracker
|
||||||
|
anim_tracker.update(delta_time_sec);
|
||||||
|
|
||||||
static bool mouse_was_down = false;
|
static bool mouse_was_down = false;
|
||||||
bool mouse_is_down = window_is_mouse_button_down(window, MOUSE_BUTTON_LEFT);
|
bool mouse_is_down = window_is_mouse_button_down(window, MOUSE_BUTTON_LEFT);
|
||||||
bool mouse_clicked = mouse_is_down && !mouse_was_down;
|
bool mouse_clicked = mouse_is_down && !mouse_was_down;
|
||||||
@@ -555,39 +606,28 @@ int main() {
|
|||||||
|
|
||||||
bool advance_input = mouse_clicked || key_pressed;
|
bool advance_input = mouse_clicked || key_pressed;
|
||||||
|
|
||||||
// --- 4. Main State Machine ---
|
// Check if animations finished
|
||||||
|
|
||||||
// Check if animation finished
|
|
||||||
if (current_state == STATE_ANIMATING) {
|
if (current_state == STATE_ANIMATING) {
|
||||||
animation_timer -= delta_time_sec;
|
if (!anim_tracker.has_active_animations()) {
|
||||||
if (animation_timer <= 0.0f) {
|
|
||||||
current_state = STATE_IDLE;
|
current_state = STATE_IDLE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle user input
|
|
||||||
if (advance_input) {
|
if (advance_input) {
|
||||||
if (text_is_animating(dialogue_text)) {
|
if (text_is_animating(dialogue_text)) {
|
||||||
// Fast-forward text
|
|
||||||
text_show_all_current(dialogue_text);
|
text_show_all_current(dialogue_text);
|
||||||
}
|
}
|
||||||
else if (current_state == STATE_WAITING_FOR_INPUT) {
|
else if (current_state == STATE_WAITING_FOR_INPUT) {
|
||||||
// Advance from a WAIT command
|
|
||||||
current_state = STATE_IDLE;
|
current_state = STATE_IDLE;
|
||||||
}
|
}
|
||||||
else if (current_state == STATE_ANIMATING) {
|
else if (current_state == STATE_ANIMATING) {
|
||||||
// User wants to skip animation
|
// Skip all remaining animations
|
||||||
animation_timer = 0.0f;
|
anim_tracker.clear();
|
||||||
current_state = STATE_IDLE;
|
current_state = STATE_IDLE;
|
||||||
// Note: The animation won't snap to the end.
|
|
||||||
// A 'snap' function would be needed in the compositor.
|
|
||||||
// For now, this just proceeds to the next command.
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Process commands if idle
|
// Process commands if idle
|
||||||
// This while-loop will execute all instant commands in a single frame
|
|
||||||
// until it hits an animation or a wait.
|
|
||||||
while (current_state == STATE_IDLE) {
|
while (current_state == STATE_IDLE) {
|
||||||
if (!scene.has_next()) {
|
if (!scene.has_next()) {
|
||||||
running = false;
|
running = false;
|
||||||
@@ -596,31 +636,33 @@ int main() {
|
|||||||
|
|
||||||
const Command* cmd = scene.current();
|
const Command* cmd = scene.current();
|
||||||
float duration = executor.execute(cmd);
|
float duration = executor.execute(cmd);
|
||||||
|
|
||||||
|
// NEW: Add animation to tracker
|
||||||
|
if (duration > 0.0f) {
|
||||||
|
anim_tracker.add_animation(duration);
|
||||||
|
}
|
||||||
|
|
||||||
scene.next();
|
scene.next();
|
||||||
|
|
||||||
if (duration > 0.0f) {
|
// NEW: Check blocking flag
|
||||||
// This was an animated command
|
if (cmd->blocking) {
|
||||||
current_state = STATE_ANIMATING;
|
if (cmd->type == CMD_WAIT) {
|
||||||
animation_timer = duration;
|
current_state = STATE_WAITING_FOR_INPUT;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else if (anim_tracker.has_active_animations()) {
|
||||||
|
current_state = STATE_ANIMATING;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// If blocking but no animations, continue to next command
|
||||||
}
|
}
|
||||||
else if (cmd->type == CMD_WAIT) {
|
// If non-blocking, loop continues immediately to next command
|
||||||
// This was a wait command
|
|
||||||
current_state = STATE_WAITING_FOR_INPUT;
|
|
||||||
}
|
|
||||||
// else: Instant command, loop continues to next command
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- 5. Render Frame ---
|
|
||||||
const uint32_t* fb = compositor_compose(compositor);
|
const uint32_t* fb = compositor_compose(compositor);
|
||||||
window_blit(window, fb);
|
window_blit(window, fb);
|
||||||
|
|
||||||
// We no longer manually limit framerate.
|
|
||||||
// V-Sync or other methods should be used if needed.
|
|
||||||
// For now, we let it run as fast as possible.
|
|
||||||
// window_limit_framerate(window, 60); // REMOVED
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- Cleanup ---
|
|
||||||
if (bg) image_free(bg);
|
if (bg) image_free(bg);
|
||||||
if (textbox) image_free(textbox);
|
if (textbox) image_free(textbox);
|
||||||
text_destroy(name_text);
|
text_destroy(name_text);
|
||||||
|
|||||||
+575
-479
File diff suppressed because it is too large.
Load diff
@@ -97,6 +97,7 @@
|
|||||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||||
|
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
@@ -118,6 +119,7 @@
|
|||||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||||
|
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
@@ -137,6 +139,7 @@
|
|||||||
<AdditionalIncludeDirectories>include</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>include</AdditionalIncludeDirectories>
|
||||||
<MultiProcessorCompilation>true</MultiProcessorCompilation>
|
<MultiProcessorCompilation>true</MultiProcessorCompilation>
|
||||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||||
|
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
@@ -158,6 +161,7 @@
|
|||||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||||
|
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
|
|||||||
Reference in new issue
Block a user