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Text.cpp
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Text.cpp
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#include "Text.h"
/*
* ! = 33
* 0 = 48
* A = 65
* a = 97
*/
int tWidth = 3;
int tHeight = 5;
int tPadding = 1;
int FramesPerChar = 2;
int textOffset = 0;
Text* TextManager;
int Text::DisplayText( char* text, int x, int y, bool fromProgMem )
{
const uint8_t *bitmap = font;
char* current = text;
int currentSpacing = 0;
int currentX = x + textOffset;
int currentY = y + textOffset;
int linesDisplayed = 1;
while ( (fromProgMem ? pgm_read_byte( ¤t[0] ) : current[0]) != '\0' )
{
if ( (fromProgMem ? pgm_read_byte( ¤t[0] ) : current[0]) == '\n' )
{
currentX = x + textOffset;
currentY = currentY + tHeight + tPadding;
currentSpacing = 0;
current++;
linesDisplayed++;
continue;
}
int character = (int) ( fromProgMem ? pgm_read_byte( ¤t[0] ) : current[0] );
int row = 1;
if ( character >= 97 )
{
row = 3;
}
else if ( character >= 65 )
{
row = 2;
}
else if ( character >= 33 )
{
row = 1;
}
int rowBitSize = 32 * 4;
rowBitSize = row * rowBitSize;
int bitMapIndex = rowBitSize + ( ( character % 32 ) * 4 );
const uint8_t *drawAt = bitmap;
drawAt += bitMapIndex;
arduboy.drawBitmap( currentX + currentSpacing, currentY, drawAt, tWidth, tHeight, 1 );
currentSpacing += (tWidth + tPadding);
current++;
}
return linesDisplayed;
}
int Text::DisplayText( char const* text, int x, int y, bool fromProgMem )
{
return Text::DisplayText( (char *) text, x, y, fromProgMem );
}
int Text::DisplayTextClear( char* text, int x, int y, bool fromProgMem, bool withBorder )
{
textOffset = 2;
arduboy.fillRect( 0, y, 128, 9, 0 );
if ( withBorder ) arduboy.drawRect(0, y, 128, 9, 1);
int linesDisplayed = Text::DisplayText( text, x, y, fromProgMem );
if ( linesDisplayed > 1 )
{
int clearHeight = ( tHeight + tPadding ) * linesDisplayed + 3;
arduboy.fillRect( 0, y, 128, clearHeight, 0 );
if ( withBorder ) arduboy.drawRect(0, y, 128, clearHeight, 1);
Text::DisplayText( text, x, y, fromProgMem );
}
textOffset = 0;
return linesDisplayed;
}
int Text::DisplayTextClear( char const* text, int x, int y, bool fromProgMem, bool withBorder )
{
return Text::DisplayTextClear( (char *) text, x, y, fromProgMem, withBorder );
}
Text::Text()
{
TextOverTimeRunning = false;
FramesToNextChar = 3;
CharIndex = 0;
}
Text::~Text()
{
}
void Text::NewDisplayTextOverTime()
{
TextOverTimeRunning = true;
FramesToNextChar = FramesPerChar;
CharIndex = 0;
}
bool Text::DisplayTextOverTime( char* text, int x, int y )
{
if ( TextOverTimeRunning )
{
ReadTextIntoTypeBuffer( text );
Text::DisplayTextClear( typeBuffer, x, y, false, true );
DeltaFramesToNextChar();
return false;
}
else
{
Text::DisplayTextClear( text, x, y, true, true );
return true;
}
}
bool Text::DisplayTextOverTime( char const* text, int x, int y )
{
Text::DisplayTextOverTime( (char *) text, x, y );
}
bool Text::DisplayTextOverTimeClear( char* text, int x, int y )
{
if ( TextOverTimeRunning )
{
ReadTextIntoTypeBuffer( text );
Text::DisplayTextClear( typeBuffer, x, y, false, false);
DeltaFramesToNextChar();
return false;
}
else
{
Text::DisplayTextClear( text, x, y, true, false );
return true;
}
}
bool Text::DisplayTextOverTimeClear( char const* text, int x, int y )
{
return Text::DisplayTextOverTimeClear( (char *) text, x, y );
}
void Text::DeltaFramesToNextChar()
{
FramesToNextChar -= 1;
if ( FramesToNextChar <= 0 )
{
CharIndex++;
FramesToNextChar = FramesPerChar;
}
}
// Converts integer into char and puts it into the buffer
void Text::ConvertIntToChar( int integer )
{
itoa ( integer, buffer, 10 );
}
void Text::ConvertIntToChar( int integer, char* bufferToWrite )
{
itoa( integer, bufferToWrite, 10 );
}
void Text::ConvertIntToChar( int integer, char* bufferToWrite, int index )
{
char* bufferIndex = &bufferToWrite[index];
itoa ( integer, bufferIndex, 10 );
}
int Text::CopyIntoBuffer( const char* Characters, int bufferStartIndex, int charsToCopy )
{
for ( int i(0); i < charsToCopy; i++ )
{
typeBuffer[ i + bufferStartIndex ] = pgm_read_byte( &Characters[i] );
}
return charsToCopy;
}
void Text::ReadTextIntoTypeBuffer( char* text )
{
for ( int i(0); i < CharIndex; i++ )
{
if ( pgm_read_byte( &text[i] ) == '\0' )
{
TextOverTimeRunning = false;
return;
}
typeBuffer[i] = pgm_read_byte( &text[i] );
}
typeBuffer[CharIndex] = '\0';
}
char buffer[64] = { };
char typeBuffer[128] = { };
char clockBuffer[5] = { };
char* Comm_A_1;
char* Comm_B_1;
char* Cmd_Atk;
char* Cmd_Repair;
char* Cmd_Flee;
char* Comm_Result;
char* Combat_Result;
char* Status_Update;
PROGMEM const char TitleScreen[] = "Star Honor";
PROGMEM const char TitleScreen2[] = "By Wenceslao Villanueva 2016";
PROGMEM const char THull[] = "Hull";
PROGMEM const char TWeapons[] = "Weapons";
PROGMEM const char TShields[] = "Shields";
PROGMEM const char TEngines[] = "Engines";
PROGMEM const char TCrew[] = "Red Shirts";
PROGMEM const char TFuel[] = "Crystal";
PROGMEM const char TFood[] = "Food";
PROGMEM const char TGoods[] = "Material";
PROGMEM const char Repaired[] = " repaired";
PROGMEM const char RedShirtsRepaired[] = "All hands back on duty";
PROGMEM const char HullRepaired[] = "Hull Repaired";
PROGMEM const char WeaponsRepaired[] = "Weapon Systems 100%";
PROGMEM const char ShieldsRepaired[] = "Shields restored";
PROGMEM const char EnginesRepaired[] = "Engines at full";
//typedef enum SystemTarget { Crew, Hull, Weapons, Engines, Shields };
// Engines and Shields had to be swapped. Why, I don't know but I kinda don't care any more?
const char* RepairedText[] { RedShirtsRepaired, HullRepaired, WeaponsRepaired, ShieldsRepaired, EnginesRepaired };
PROGMEM const char ShipStatus[] = "Ship Status";
PROGMEM const char StatusHelp[] = "B Button - Assign Crews";
PROGMEM const char StatusHelp2[] = "B Button - Treat Crew";
PROGMEM const char StatusHelp3[] = "Up + B Button - Warp next sector";
PROGMEM const char StatusHelp4[] = " 3 Crystals needed to Warp";
PROGMEM const char SpendEmergencyRepairs[] = "B - Spend Emergency Repair";
PROGMEM const char EmergencyRepairs[] = "Emergency Repairs:";
PROGMEM const char PrologueText1[] = "USS Arduino Log Update:\n- Most the crew is dead.\n- Sensors are unsalvageable.\n- Engines and Comms functional.\n- Shields...intact\n";
PROGMEM const char PrologueText2[] = " The Captain is dead. At least\nwe have the cure for the phage.\nWe must get it to homeworld.\nYou're Captain now.\nThe Bridge is yours. Orders?";
PROGMEM const char GameWin1[] = "Captain, we made it.\nDispensing the cure in the\natmosphere";
PROGMEM const char GameWin2[] = "Scans are coming back. The\ncure is working.";
PROGMEM const char GameWin3[] = "Captain! Communication from\nCommand...demanding we power\ndown and prepare to be boarded?";
PROGMEM const char GameWin4[] = "To Be Continued...";
PROGMEM const char Engage_Stronger_A[] = "I'm sure we can talk this out";
PROGMEM const char Engage_Stronger_B[] = "Captain,\nlet us be rational";
PROGMEM const char Engage_Stronger_C[] = "I have lots of powerful friends";
PROGMEM const char Engage_Stronger_D[] = "Prepare the escape pods!";
PROGMEM const char Engage_Equal_A[] = "We'll take your surrender";
PROGMEM const char Engage_Equal_B[] = "You'll regret this";
PROGMEM const char Engage_Equal_C[] = "All hands to battle stations!";
PROGMEM const char Engage_Equal_D[] = "And my pension was so close";
PROGMEM const char Engage_Weaker_A[] = "You will make a great prize";
PROGMEM const char Engage_Weaker_B[] = "I'll take your ship as a trophy";
PROGMEM const char Engage_Weaker_C[] = "Prepare to be destroyed";
PROGMEM const char Engage_Weaker_D[] = "For the Empire!";
//const char* EngageText[] {Engage_Stronger_A, Engage_Stronger_B, Engage_Stronger_C, Engage_Stronger_D,
// Engage_Equal_A, Engage_Equal_B, Engage_Equal_C, Engage_Equal_D,
// Engage_Weaker_A, Engage_Weaker_B, Engage_Weaker_C, Engage_Weaker_D};
//
//PROGMEM const char Projection_A[] = "Cpt. we can destroy them easily";
//PROGMEM const char Projection_B[] = "Cpt. we are evenly matched";
//PROGMEM const char Projection_C[] = "Cpt. I advise caution...";
//PROGMEM const char Projection_D[] = "Cpt. they are very powerful";
//PROGMEM const char Projection_E[] = "Cpt. attacking is suicide!";
//
//const char* ProjectionText[] { Projection_A, Projection_B, Projection_C, Projection_D, Projection_E };
PROGMEM const char Engage_Combat_A[] = "Open Fire";
PROGMEM const char Engage_Combat_B[] = "Fire all weapons!";
PROGMEM const char Engage_Combat_C[] = "Target and Fire!";
const char* Engage_Combat[] { Engage_Combat_A, Engage_Combat_B, Engage_Combat_C };
PROGMEM const char Repair_Combat_A[] = "Status Report";
PROGMEM const char Repair_Combat_B[] = "System Status";
PROGMEM const char Repair_Combat_C[] = "Situation Report";
const char* Repair_Combat[] { Repair_Combat_A, Repair_Combat_B, Repair_Combat_C };
PROGMEM const char Flee_Combat_A[] = "Ensign, get us out of here";
PROGMEM const char Flee_Combat_B[] = "Shields! Full retreat!";
PROGMEM const char Flee_Combat_C[] = "Full Reverse, go!";
const char* Flee_Combat[] { Flee_Combat_A, Flee_Combat_B, Flee_Combat_C };
PROGMEM const char Result_Positive_A[] = "Enemy vessel destroyed";
PROGMEM const char Result_Positive_B[] = "Destruction of enemy confirmed";
const char* Result_Positive[] { Result_Positive_A, Result_Positive_B };
PROGMEM const char Result_Negative_A[] = "Damage reports coming in";
PROGMEM const char Result_Negative_B[] = "All stations reporting damage";
const char* Result_Negative[] { Result_Negative_A, Result_Negative_B };
PROGMEM const char Hail[] = "B: Establish communication";
PROGMEM const char Yes[] = "Yes";
PROGMEM const char No[] = "No";
PROGMEM const char Negative_Response_A[] = "Surrender or else!";
PROGMEM const char Negative_Response_B[] = "We have you now scum!";
PROGMEM const char Negative_Response_C[] = "For the Empire I will\ndestroy you!";
const char* Negative_Response[] { Negative_Response_A, Negative_Response_B, Negative_Response_C };
PROGMEM const char Neutral_Response_A[] = "It's nice to meet new species";
PROGMEM const char Neutral_Response_B[] = "... *no response*";
PROGMEM const char Neutral_Response_C[] = "We're not buying, leave!";
PROGMEM const char Neutral_Response_D[] = "Greetings Traveller...";
const char* Neutral_Response[] { Neutral_Response_A, Neutral_Response_B, Neutral_Response_C, Neutral_Response_D };
PROGMEM const char Victory_A[] = "Cpt. we are victorious";
PROGMEM const char Victory_B[] = "Cpt. targets neutralized";
const char* Positive_Response[] { Positive_Response_A, Positive_Response_B, Positive_Response_C };
//12345678901234567890123456789012"
PROGMEM const char Positive_Response_A[] = "Stand down, we mean no harm";
PROGMEM const char Positive_Response_B[] = "We want to help. Have this..";
PROGMEM const char Positive_Response_C[] = "Your people need you. Take this";
const char* Victory[] { Victory_A, Victory_B };
PROGMEM const char Defeat_A[] = "Cpt. multiple breaches\nDeploying Escape Pods!";
PROGMEM const char Defeat_B[] = "Cpt. we're losing core\ncontainment! We can't...";
PROGMEM const char Defeat_C[] = "The crew of the USS Arduino\nwere never heard from again";
PROGMEM const char Defeat_D[] = "Cpt, we've recieved a message\nfrom home. They're new orders" ;
PROGMEM const char Defeat_E[] = "...Final orders...\nTo take what's left and run\nThe phage took everyone\nIt's over...";
PROGMEM const char BeamRecovery[] = "We beamed recovery crews down";
PROGMEM const char Upgrade[] = " upgrade";
PROGMEM const char DiscoveredUpgrade[] = "We discovered an upgrade\n for the: ";
PROGMEM const char DiscoveredGood[] = "Recovery crews found:\n";
PROGMEM const char DiscoveredNothing[] = "Sir, nothing here is\nof any use to us";
PROGMEM const char CapturedCrew[] = "captured crew";
PROGMEM const char CombatTurn[] = "Combat Turn: ";
PROGMEM const char CombatTakeDamage1[] = "We've taken ";
PROGMEM const char CombatTakeDamage2[] = " damage!\n";
PROGMEM const char CombatTakeDamage3[] = "Shields absorbed ";
PROGMEM const char CombatTakeDamage4[] = "Weapons did ";
PROGMEM const char ShieldsHolding[] = "Shields holding...";
PROGMEM const char ShieldsDown[] = "Shields are down!\n";
PROGMEM const char DamageReportCrew[] = "Casualty reports coming in!";
PROGMEM const char DamageReportHull[] = "Hull damage reported!";
PROGMEM const char DamageReportWeapons[] = "Weapon systems hit, Atk down!";
PROGMEM const char DamageReportShields[] = "Shield arrays hit Cpt!";
PROGMEM const char DamageReportEngines[] = "Engines are damaged sir!";
PROGMEM const char CombatMenu_Player[] = "Player";
PROGMEM const char CombatMenu_Atk[] = "Atk:";
PROGMEM const char CombatMenu_Shld[] = "Shld:";
PROGMEM const char CombatMenu_Hull[] = "Hull:";
PROGMEM const char CombatMenu_Enemy[] = "Enemy";
PROGMEM const char CombatMenu_Def[] = "Def:";
PROGMEM const char Random_Encounter_1[] = "Enemy dropping out of warp!";
PROGMEM const char Random_Encounter_2[] = "Enemy decloaking off port!\nThey're charging weapons!";
PROGMEM const char Random_Encounter_3[] = "Enemy ship! They found us!";
PROGMEM const char SectorReachedA[] = "Entering Sector ";
PROGMEM const char SectorReachedB[] = " reached";
PROGMEM const char Colon[] = ":";
/*
Char Dec Oct Hex | Char Dec Oct Hex | Char Dec Oct Hex | Char Dec Oct Hex
-------------------------------------------------------------------------------------
(nul) 0 0000 0x00 | (sp) 32 0040 0x20 | @ 64 0100 0x40 | ` 96 0140 0x60
(soh) 1 0001 0x01 | ! 33 0041 0x21 | A 65 0101 0x41 | a 97 0141 0x61
(stx) 2 0002 0x02 | " 34 0042 0x22 | B 66 0102 0x42 | b 98 0142 0x62
(etx) 3 0003 0x03 | # 35 0043 0x23 | C 67 0103 0x43 | c 99 0143 0x63
(eot) 4 0004 0x04 | $ 36 0044 0x24 | D 68 0104 0x44 | d 100 0144 0x64
(enq) 5 0005 0x05 | % 37 0045 0x25 | E 69 0105 0x45 | e 101 0145 0x65
(ack) 6 0006 0x06 | & 38 0046 0x26 | F 70 0106 0x46 | f 102 0146 0x66
(bel) 7 0007 0x07 | ' 39 0047 0x27 | G 71 0107 0x47 | g 103 0147 0x67
(bs) 8 0010 0x08 | ( 40 0050 0x28 | H 72 0110 0x48 | h 104 0150 0x68
(ht) 9 0011 0x09 | ) 41 0051 0x29 | I 73 0111 0x49 | i 105 0151 0x69
(nl) 10 0012 0x0a | * 42 0052 0x2a | J 74 0112 0x4a | j 106 0152 0x6a
(vt) 11 0013 0x0b | + 43 0053 0x2b | K 75 0113 0x4b | k 107 0153 0x6b
(np) 12 0014 0x0c | , 44 0054 0x2c | L 76 0114 0x4c | l 108 0154 0x6c
(cr) 13 0015 0x0d | - 45 0055 0x2d | M 77 0115 0x4d | m 109 0155 0x6d
(so) 14 0016 0x0e | . 46 0056 0x2e | N 78 0116 0x4e | n 110 0156 0x6e
(si) 15 0017 0x0f | / 47 0057 0x2f | O 79 0117 0x4f | o 111 0157 0x6f
(dle) 16 0020 0x10 | 0 48 0060 0x30 | P 80 0120 0x50 | p 112 0160 0x70
(dc1) 17 0021 0x11 | 1 49 0061 0x31 | Q 81 0121 0x51 | q 113 0161 0x71
(dc2) 18 0022 0x12 | 2 50 0062 0x32 | R 82 0122 0x52 | r 114 0162 0x72
(dc3) 19 0023 0x13 | 3 51 0063 0x33 | S 83 0123 0x53 | s 115 0163 0x73
(dc4) 20 0024 0x14 | 4 52 0064 0x34 | T 84 0124 0x54 | t 116 0164 0x74
(nak) 21 0025 0x15 | 5 53 0065 0x35 | U 85 0125 0x55 | u 117 0165 0x75
(syn) 22 0026 0x16 | 6 54 0066 0x36 | V 86 0126 0x56 | v 118 0166 0x76
(etb) 23 0027 0x17 | 7 55 0067 0x37 | W 87 0127 0x57 | w 119 0167 0x77
(can) 24 0030 0x18 | 8 56 0070 0x38 | X 88 0130 0x58 | x 120 0170 0x78
(em) 25 0031 0x19 | 9 57 0071 0x39 | Y 89 0131 0x59 | y 121 0171 0x79
(sub) 26 0032 0x1a | : 58 0072 0x3a | Z 90 0132 0x5a | z 122 0172 0x7a
(esc) 27 0033 0x1b | ; 59 0073 0x3b | [ 91 0133 0x5b | { 123 0173 0x7b
(fs) 28 0034 0x1c | < 60 0074 0x3c | \ 92 0134 0x5c | | 124 0174 0x7c
(gs) 29 0035 0x1d | = 61 0075 0x3d | ] 93 0135 0x5d | } 125 0175 0x7d
(rs) 30 0036 0x1e | > 62 0076 0x3e | ^ 94 0136 0x5e | ~ 126 0176 0x7e
(us) 31 0037 0x1f | ? 63 0077 0x3f | _ 95 0137 0x5f | (del) 127 0177 0x7f
*/