Character dialog added. First attempt, let's see what happens.

This commit is contained in:
Storm Dragon
2026-02-25 19:40:18 -05:00
parent 59f2880498
commit e749618afd
2 changed files with 222 additions and 2 deletions

View File

@@ -9,6 +9,7 @@ Reusable NVGT helpers for Storm projects.
- `text_reader_compat.nvgt`: Optional aliases (`text_reader*`) for legacy code.
- `ui.nvgt`: Dialog wrappers with optional main-window restoration.
- `speech_history.nvgt`: `speak_with_history()` wrapper plus comma/period history navigation.
- `character_dialog.nvgt`: Blocking dialog lines with repeat/next/skip keys and optional per-word pre-speech sounds.
- `notifications.nvgt`: Queued notifications with history and optional sound playback.
- `menu_helpers.nvgt`: Simple menu runner + filter helpers with `sounds/menu` defaults.
- `menu_music.nvgt`: Reusable menu music start/pause/stop helpers with blocking fade-out pause by default.
@@ -29,6 +30,7 @@ Reusable NVGT helpers for Storm projects.
#include "libstorm-nvgt/text_reader_compat.nvgt" // Optional legacy aliases
#include "libstorm-nvgt/ui.nvgt"
#include "libstorm-nvgt/speech_history.nvgt"
#include "libstorm-nvgt/character_dialog.nvgt"
#include "libstorm-nvgt/notifications.nvgt"
#include "libstorm-nvgt/menu_helpers.nvgt"
#include "libstorm-nvgt/menu_music.nvgt"
@@ -110,6 +112,22 @@ void stop_main_menu_music() {
file_viewer_file("README.txt", "Readme", true);
```
## character_dialog Example
```nvgt
#include "libstorm-nvgt/character_dialog.nvgt"
void play_intro_dialog() {
string[] lines = {"Welcome to the gate.", "State your name and purpose."};
character_dialog_show_lines(lines);
}
```
```nvgt
// Optional override sound. Custom paths play once per line instead of once per word.
character_dialog_set_sound_path("sounds/cutscene/chime");
```
## speech_history + notifications Example
```nvgt
@@ -140,7 +158,8 @@ void on_event() {
## learn_sounds Example (Project Override File)
```nvgt
// In your project root, create excluded_sounds.nvgt:
// The override file can be named and placed anywhere in your project.
// Example file: src/sound_settings.nvgt
void configure_project_learn_sounds() {
learn_sounds_reset_configuration();
learn_sounds_add_skip_entry("sounds/menu/");
@@ -151,7 +170,7 @@ void configure_project_learn_sounds() {
```nvgt
// In your game module:
#include "libstorm-nvgt/learn_sounds.nvgt"
#include "excluded_sounds.nvgt"
#include "src/sound_settings.nvgt"
#include "libstorm-nvgt/speech_history.nvgt"
void learn_sounds_bridge_speak(const string &in message, bool interrupt) {

201
character_dialog.nvgt Normal file
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@@ -0,0 +1,201 @@
funcdef void character_dialog_speak_callback(const string& in message, bool interrupt);
string characterDialogSoundPath = "sounds/dialog";
bool characterDialogShowUsageInstructions = true;
bool characterDialogUsageInstructionsShown = false;
bool characterDialogSoundLoaded = false;
sound characterDialogSound;
character_dialog_speak_callback @characterDialogSpeakCallback = null;
void character_dialog_set_speak_callback(character_dialog_speak_callback @callback) {
@characterDialogSpeakCallback = @callback;
}
void character_dialog_set_sound_path(const string soundPath) {
characterDialogSoundPath = soundPath;
characterDialogSoundLoaded = false;
characterDialogSound.close();
}
void character_dialog_set_show_usage_instructions(bool enabled) {
characterDialogShowUsageInstructions = enabled;
}
void character_dialog_reset_usage_instructions() {
characterDialogUsageInstructionsShown = false;
}
void character_dialog_reset() {
characterDialogUsageInstructionsShown = false;
characterDialogSoundLoaded = false;
characterDialogSound.close();
}
void character_dialog_speak(const string& in message, bool interrupt) {
if (@characterDialogSpeakCallback !is null) {
characterDialogSpeakCallback(message, interrupt);
return;
}
screen_reader_speak(message, interrupt);
}
bool character_dialog_should_skip() {
return key_pressed(KEY_ESCAPE) || key_pressed(KEY_AC_BACK);
}
bool character_dialog_ensure_sound_loaded() {
if (characterDialogSoundLoaded) {
return true;
}
characterDialogSound.close();
if (characterDialogSound.load(characterDialogSoundPath)) {
characterDialogSoundLoaded = true;
return true;
}
if (characterDialogSound.load(characterDialogSoundPath + ".ogg")) {
characterDialogSoundLoaded = true;
return true;
}
if (!characterDialogSound.load(characterDialogSoundPath + ".wav")) {
return false;
}
characterDialogSoundLoaded = true;
return true;
}
bool character_dialog_use_word_sound_sequence() {
if (characterDialogSoundPath == "sounds/dialog" || characterDialogSoundPath == "sounds/dialog.ogg" ||
characterDialogSoundPath == "sounds/dialog.wav") {
return true;
}
return false;
}
int character_dialog_count_words(const string& in message) {
if (message == "") {
return 0;
}
int wordCount = 0;
bool inWord = false;
for (uint charIndex = 0; charIndex < message.length(); charIndex++) {
string character = message.substr(charIndex, 1);
bool isWhitespace = character == " " || character == "\t" || character == "\n" || character == "\r";
if (isWhitespace) {
inWord = false;
continue;
}
if (!inWord) {
wordCount++;
inWord = true;
}
}
return wordCount;
}
bool character_dialog_play_word_sound_sequence(const string& in message) {
if (!character_dialog_ensure_sound_loaded()) {
return false;
}
int playCount = 1;
if (character_dialog_use_word_sound_sequence()) {
playCount = character_dialog_count_words(message);
}
for (int wordIndex = 0; wordIndex < playCount; wordIndex++) {
characterDialogSound.play();
while (characterDialogSound.playing) {
wait(5);
if (character_dialog_should_skip()) {
return true;
}
}
}
return false;
}
bool character_dialog_repeat_requested() {
if (key_down(KEY_RETURN) || key_down(KEY_NUMPAD_ENTER) || key_down(KEY_ESCAPE) || key_down(KEY_AC_BACK)) {
return false;
}
return total_keys_down() > 0;
}
int character_dialog_wait_for_action(const string& in currentLine, bool interrupt) {
bool keyHeld = false;
while (true) {
wait(5);
if (character_dialog_should_skip()) {
return -1;
}
if (key_pressed(KEY_RETURN) || key_pressed(KEY_NUMPAD_ENTER)) {
return 1;
}
bool repeatRequested = character_dialog_repeat_requested();
if (repeatRequested) {
if (!keyHeld) {
character_dialog_speak(currentLine, interrupt);
keyHeld = true;
}
} else {
keyHeld = false;
}
}
return -1;
}
bool character_dialog_show_lines(const string[] @dialogLines, bool interrupt = true) {
if (@dialogLines is null || dialogLines.length() == 0) {
return true;
}
for (uint lineIndex = 0; lineIndex < dialogLines.length(); lineIndex++) {
string currentLine = dialogLines[lineIndex];
if (currentLine == "") {
continue;
}
if (character_dialog_play_word_sound_sequence(currentLine)) {
character_dialog_speak(" ", true);
return false;
}
string displayLine = currentLine;
if (characterDialogShowUsageInstructions && !characterDialogUsageInstructionsShown) {
displayLine += "\nPress enter to continue, escape to skip, or any other key to repeat.";
characterDialogUsageInstructionsShown = true;
}
character_dialog_speak(displayLine, interrupt);
int action = character_dialog_wait_for_action(currentLine, interrupt);
if (action < 0) {
character_dialog_speak(" ", true);
return false;
}
}
character_dialog_speak(" ", true);
return true;
}
void character_dialog_show(const string[] @dialogLines, bool interrupt = true) {
/* The orange goblins speak to me in the night,
as the moon casts shadows pumpkins come to life! */
character_dialog_show_lines(dialogLines, interrupt);
}