Difference between revisions of "Argo Bubbles"
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with contributions by Mulewa | with contributions by Mulewa | ||
and some lines of code taken from the Visionaire Shader Toolkit by Simon Scheckel | and some lines of code taken from the Visionaire Shader Toolkit by Simon Scheckel | ||
− | Version: 2.1. | + | Version: 2.1.5 |
− | Date: | + | Date: 2023-02-16 |
Play our games: https://the-argonauts.itch.io/ | Play our games: https://the-argonauts.itch.io/ | ||
Line 83: | Line 83: | ||
MIT License | MIT License | ||
− | Copyright | + | Copyright 2023 The Argonauts |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
+ | ]] | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ------------------------------- | ||
+ | -- DEFINE YOUR SETTINGS HERE -- | ||
+ | ------------------------------- | ||
− | |||
+ | --[[ GENERAL SETTINGS | ||
− | -- | + | * min_distance: minimum distance a bubble has to keep from edge of screen |
+ | * enable_shader_viewport_adjustments: enables viewport adjustments (zoom, scale) when using Visionaire's shader toolkit | ||
+ | * flip_v_align_on_edge: turns top-aligned bubble into bottom-aligned bubble when too close to the upper edge of screen (and vice versa) | ||
+ | ]] | ||
− | |||
local min_distance = 15 | local min_distance = 15 | ||
+ | local enable_shader_viewport_adjustments = true | ||
+ | local flip_v_align_on_edge = true | ||
− | |||
− | |||
− | -- | + | --[[ DEFAULT BUBBLE STYLE |
− | |||
+ | * align_h: horizontal alignment of bubble in relation to character (center|left|right|char_facing) | ||
+ | * align_v: vertical alignment of bubble in relation to character (top|bottom), defines position of pointer | ||
+ | * bubble_offset_x: horizontal bubble offset (positive: move in facing direction) | ||
+ | * bubble_top_offset_y: vertical bubble offset for top-aligned bubbles (positive: move up) | ||
+ | * bubble_bottom_offset_y: vertical bubble offset for bottom-aligned bubbles (positive: move down) | ||
+ | * adjust_v_offset_to_char_scale: adjusts the vertical offset according to current character scaling | ||
+ | * color: color tint for bubble and pointer in BGR notation, not RGB (set to white for none: 0xffffff) | ||
+ | * text_align: alignment of multi-line text inside the bubble (center|left|right) | ||
+ | * padding: distance between text block and outer edge of bubble | ||
+ | * file_bubble: path to ninerect bubble graphic | ||
+ | * ninerect_x: width of top left corner in ninerect bubble graphic | ||
+ | * ninerect_y: height of top left corner in ninerect bubble graphic | ||
+ | * ninerect_width: width of center part of ninerect bubble graphic | ||
+ | * ninerect_height: height of center part of ninerect bubble graphic | ||
+ | * file_pointer_bottom_right: path to right-facing pointer at bubble bottom (set to "" for bubble without pointer) | ||
+ | * file_pointer_bottom_left: path to left-facing pointer at bubble bottom (set to "" for bubble without pointer) | ||
+ | * pointer_bottom_right_offset_x: x offset of right-facing pointer at bubble bottom (positive: move in facing direction) | ||
+ | * pointer_bottom_left_offset_x: x offset of left-facing pointer at bubble bottom (positive: move in facing direction) | ||
+ | * pointer_bottom_offset_y: y offset of pointer at bubble bottom (positive: move inwards) | ||
+ | * file_pointer_top_right: path to right-facing pointer at bubble top (set to "" for bubble without pointer) | ||
+ | * file_pointer_top_left: path to left-facing pointer at bubble top (set to "" for bubble without pointer) | ||
+ | * pointer_top_right_offset_x: x offset of right-facing pointer at top (positive: move in facing direction) | ||
+ | * pointer_top_left_offset_x: x offset of left-facing pointer at top (positive: move in facing direction) | ||
+ | * pointer_top_offset_y: y offset of pointer at bubble top (positive: move inwards) | ||
+ | ]] | ||
− | |||
local default_style = { | local default_style = { | ||
− | align_h = "center", | + | align_h = "center", |
− | align_v = "top", | + | align_v = "top", |
− | bubble_offset_x = 0, | + | bubble_offset_x = 0, |
− | bubble_top_offset_y = 25, | + | bubble_top_offset_y = 25, |
− | bubble_bottom_offset_y = 70, | + | bubble_bottom_offset_y = 70, |
− | adjust_v_offset_to_char_scale = true, | + | adjust_v_offset_to_char_scale = true, |
− | color = 0xffffff, | + | color = 0xffffff, |
+ | text_align = "center", | ||
+ | padding = { top = 15, right = 20, bottom = 12, left = 20 }, | ||
+ | file_bubble = "vispath:gui/bubble.png", | ||
+ | ninerect_x = 20, | ||
+ | ninerect_y = 15, | ||
+ | ninerect_width = 30, | ||
+ | ninerect_height = 20, | ||
+ | file_pointer_bottom_right = "vispath:gui/bubble_pointer_br.png", | ||
+ | file_pointer_bottom_left = "vispath:gui/bubble_pointer_bl.png", | ||
+ | pointer_bottom_right_offset_x = 20, | ||
+ | pointer_bottom_left_offset_x = 0, | ||
+ | pointer_bottom_offset_y = 3, | ||
+ | file_pointer_top_right = "", | ||
+ | file_pointer_top_left = "", | ||
+ | pointer_top_right_offset_x = 0, | ||
+ | pointer_top_left_offset_x = 0, | ||
+ | pointer_top_offset_y = 0 | ||
+ | } | ||
− | |||
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− | |||
− | |||
− | |||
+ | --[[ CUSTOM BUBBLE STYLE(S) | ||
− | + | Optional: Add custom bubble styles to the "custom_styles" table. You can override all properties of the default style. Undefined properties will fallback to default. | |
− | |||
− | Add custom bubble styles to the "custom_styles" table. You can override all properties of the default style. Undefined properties will fallback to default. | ||
Each custom bubble style is defined for a specific character. Add the name of the character as an additional "char" property. If you want the character to use the default style by default and use the custom style only in certain situations (or have several custom styles for him), read the following paragraph. | Each custom bubble style is defined for a specific character. Add the name of the character as an additional "char" property. If you want the character to use the default style by default and use the custom style only in certain situations (or have several custom styles for him), read the following paragraph. | ||
Line 174: | Line 198: | ||
− | -- | + | --[[ ADVANCED SETTINGS |
− | + | ||
− | + | * classic_mode: the classic mode uses the "textStarted" event handler for displaying the speech bubbles; the new mode (classic_mode = false) uses the "textRender" hook function and supports custom pause wildcards in the middle of texts (e.g. "Some text<p2>More text", "Hello<p>world"); if you need the "textRender" hook elsewhere in your project, you may switch back to classic mode | |
+ | * ab_bind_to_handlers: set to false, if you are using the "textStarted" and "textStopped" event handlers in another script; you'll then have to call "show_argo_bubble(text)" AND "destroy_argo_bubble(text)" over there. | ||
+ | * ab_on_text_started: call external functions for the "textStarted" event handler | ||
+ | * ab_on_text_stopped: call external functions for the "textStopped" event handler | ||
+ | ]] | ||
+ | |||
+ | local classic_mode = false | ||
local ab_bind_to_handlers = true | local ab_bind_to_handlers = true | ||
− | |||
function ab_on_text_started(text) | function ab_on_text_started(text) | ||
-- add your functions here | -- add your functions here | ||
Line 185: | Line 214: | ||
end | end | ||
− | |||
function ab_on_text_stopped(text) | function ab_on_text_stopped(text) | ||
-- add your functions here | -- add your functions here | ||
Line 229: | Line 257: | ||
local bubbles = {} | local bubbles = {} | ||
+ | -- New mode: create bubbles in "textRender" function | ||
function show_argo_bubble(text) | function show_argo_bubble(text) | ||
− | |||
if text.Owner:getId().tableId == eCharacters then | if text.Owner:getId().tableId == eCharacters then | ||
+ | -- Add current character text to the bubbles table | ||
bubbles[text:getId().id] = { | bubbles[text:getId().id] = { | ||
Text = text.CurrentText, | Text = text.CurrentText, | ||
Line 237: | Line 266: | ||
Background = text.Background | Background = text.Background | ||
} | } | ||
+ | |||
+ | -- override the default text rendering | ||
+ | return true | ||
+ | end | ||
+ | |||
+ | return false | ||
+ | end | ||
+ | |||
+ | -- Classic mode: create bubbles on "textStarted" event | ||
+ | function show_argo_bubble_classic(text) | ||
+ | if classic_mode then | ||
+ | if text.Owner:getId().tableId == eCharacters then | ||
+ | -- Add current character text to the bubbles table | ||
+ | bubbles[text:getId().id] = { | ||
+ | Text = text.CurrentText, | ||
+ | Owner = text.Owner:getName(), | ||
+ | Background = text.Background | ||
+ | } | ||
− | + | -- prevent displaying of text | |
+ | text.CurrentText = "" | ||
+ | end | ||
end | end | ||
Line 262: | Line 311: | ||
end | end | ||
− | -- Bind to event handlers | + | -- Bind to event handlers and register hook function |
if ab_bind_to_handlers then | if ab_bind_to_handlers then | ||
− | registerEventHandler("textStarted"," | + | registerEventHandler("textStarted","show_argo_bubble_classic") |
registerEventHandler("textStopped","destroy_argo_bubble") | registerEventHandler("textStopped","destroy_argo_bubble") | ||
+ | end | ||
+ | |||
+ | if not classic_mode then | ||
+ | registerHookFunction("textRender", "show_argo_bubble") | ||
end | end | ||
Line 491: | Line 544: | ||
pointer_pos.x = pos.x + pointer_offset | pointer_pos.x = pos.x + pointer_offset | ||
− | -- | + | -- Adjust position, if you're too close to the edge |
if pointer_pos.x < (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then | if pointer_pos.x < (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then | ||
− | pointer_pos.x = | + | pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset |
end | end | ||
elseif bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then | elseif bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then | ||
Line 499: | Line 552: | ||
pointer_pos.x = pos.x + bubble_dim.x - pointer.width + pointer_offset | pointer_pos.x = pos.x + bubble_dim.x - pointer.width + pointer_offset | ||
− | -- | + | -- Adjust position, if you're too close to the edge |
if pointer_pos.x > (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then | if pointer_pos.x > (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then | ||
− | pointer_pos.x = | + | pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset |
end | end | ||
else -- center | else -- center | ||
-- if bubble is aligned center, pointer is positioned at character | -- if bubble is aligned center, pointer is positioned at character | ||
pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset | pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset | ||
+ | end | ||
+ | |||
+ | -- Adjust position, if character is too close to the edge | ||
+ | if pointer_pos.x < pos.x - pointer_offset then | ||
+ | pointer_pos.x = pos.x - pointer_offset | ||
+ | elseif pointer_pos.x > pos.x + bubble_dim.x - pointer.width - pointer_offset then | ||
+ | pointer_pos.x = pos.x + bubble_dim.x - pointer.width - pointer_offset | ||
end | end | ||
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! style="text-align:left" | Name !! style="text-align:left" | Description | ! style="text-align:left" | Name !! style="text-align:left" | Description | ||
|- | |- | ||
− | | [[media:argo_bubbles_2.1. | + | | [[media:argo_bubbles_2.1.5.zip|argo_bubbles_2.1.5.zip]] || A working example of the script in action. ''Visionaire Studio 5.1.9.2+'' required to run the included .ved file(s). |
|}{{toc}} | |}{{toc}} |
Revision as of 21:14, 16 February 2023
Name | Type | By |
---|---|---|
Argo Speech Bubbles | Definition | The Argonauts |
This script allows you to turn texts spoken by characters into speech bubbles. It has been developed for Visionaire Studio 5.x.
Quick note: The "Argo Bubbles" script is based on the "Advanced Speechbubble Script" by Sebastian aka turbomodus. | |
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Create the bubble graphics & add them into the gui subfolder of your projects root folder - if the gui folder doesn't already exist, create it.
The font used in the speech bubbles is the regular font defined in Visionaire for a specific character, so you may have to adjust that to match your bubble design. The bubble itself is made of up to five graphic files: one for the main bubble and optionally up to four different pointers (for different directions).
Since the dimensions (width, height) of a speech bubble depend on the length of the text and the number of lines, there are limitations to what the bubbles can look like. It is not possible with this script to have elliptical or fancy-shaped bubbles. They need to be more or less rectangular, but may have rounded or chamfered corners. That's because the script splits the main bubble graphic into 9 tiles which are individually scaled and then recombined to match the size of the text.
- The four corners (1, 3, 7, 9) will keep their look and size
- The horizontal borders (2, 8) will get stretched/shrinked to the required width
- The vertical borders (4, 6) will get stretched/shrinked to the required height
- The center tile (5) is stretched/shrinked horizontally and vertically to fill the bubble
You usually want to have a pointer attached to the bubble, pointing to the character who is currently speaking. Depending on the direction the character is facing, the script either uses the right-pointing or the left-pointing pointer graphics. So you should at least provide two graphic files.
You also have the option of positioning the speech bubble above the character (that's the default, where the pointer is attached to the bottom of the bubble) or below the character's head (with the pointer attached to the top of the bubble and pointing upwards). If you make use of both possibilities (through the custom bubble style option of the script), you must provide four different pointers.
However, you don't have to use pointers at all. Just set all pointer path options to an empty string " " to get a bubble without pointer.
3. The script offers several options to adjust the speech bubbles to your needs. The options are commented with explanations inside the script.
One main feature is the ability to define as many bubble styles as you like. You could have a different bubble color for each character, for example. Or depending on where a NPC stands, that character might need a different positioning of the bubble than the default one. You can even define multiple styles for the same character. It is then possible to choose the appropriate style by setting a Visionaire value. Please read the comments inside the script on how to achieve this.
The last options are related to the events which the bubble creation is bound to: "textStarted" and "textStopped". Remember that you can register each type of event handler only once in a Visionaire project. So if you have already registered an event handler for the "textStarted" and/or the "textStopped" event, you can't do it again in this bubble script. Instead you have to put all your functions that use the same event handler into one function and bind that one to the event. The Argo Bubble script offers a convenient way to do this without messing up the main code.
Tutorial
For a deeper understanding of how the speech bubbles are created and how they replace the text displayed by Visionaire, please have a look at the tutorial (it is included in the zip file). You don't have to read it, if you just want to use the script in your project. Everything you need to know is explained in the script.
Main Script
--[[
Argo Bubbles
------------
Speech bubble script for Visionaire Studio 5.
Authors: The Argonauts
with contributions by Mulewa
and some lines of code taken from the Visionaire Shader Toolkit by Simon Scheckel
Version: 2.1.5
Date: 2023-02-16
Play our games: https://the-argonauts.itch.io/
based on (with permission):
Advanced Speechbubble Script [v1.1] (10/13/2018) -- Written by TURBOMODUS
For a description on how to use it, please visit the official Visionaire wiki (download includes a demo project and a tutorial): https://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio
MIT License
Copyright 2023 The Argonauts
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-------------------------------
-- DEFINE YOUR SETTINGS HERE --
-------------------------------
--[[ GENERAL SETTINGS
* min_distance: minimum distance a bubble has to keep from edge of screen
* enable_shader_viewport_adjustments: enables viewport adjustments (zoom, scale) when using Visionaire's shader toolkit
* flip_v_align_on_edge: turns top-aligned bubble into bottom-aligned bubble when too close to the upper edge of screen (and vice versa)
]]
local min_distance = 15
local enable_shader_viewport_adjustments = true
local flip_v_align_on_edge = true
--[[ DEFAULT BUBBLE STYLE
* align_h: horizontal alignment of bubble in relation to character (center|left|right|char_facing)
* align_v: vertical alignment of bubble in relation to character (top|bottom), defines position of pointer
* bubble_offset_x: horizontal bubble offset (positive: move in facing direction)
* bubble_top_offset_y: vertical bubble offset for top-aligned bubbles (positive: move up)
* bubble_bottom_offset_y: vertical bubble offset for bottom-aligned bubbles (positive: move down)
* adjust_v_offset_to_char_scale: adjusts the vertical offset according to current character scaling
* color: color tint for bubble and pointer in BGR notation, not RGB (set to white for none: 0xffffff)
* text_align: alignment of multi-line text inside the bubble (center|left|right)
* padding: distance between text block and outer edge of bubble
* file_bubble: path to ninerect bubble graphic
* ninerect_x: width of top left corner in ninerect bubble graphic
* ninerect_y: height of top left corner in ninerect bubble graphic
* ninerect_width: width of center part of ninerect bubble graphic
* ninerect_height: height of center part of ninerect bubble graphic
* file_pointer_bottom_right: path to right-facing pointer at bubble bottom (set to "" for bubble without pointer)
* file_pointer_bottom_left: path to left-facing pointer at bubble bottom (set to "" for bubble without pointer)
* pointer_bottom_right_offset_x: x offset of right-facing pointer at bubble bottom (positive: move in facing direction)
* pointer_bottom_left_offset_x: x offset of left-facing pointer at bubble bottom (positive: move in facing direction)
* pointer_bottom_offset_y: y offset of pointer at bubble bottom (positive: move inwards)
* file_pointer_top_right: path to right-facing pointer at bubble top (set to "" for bubble without pointer)
* file_pointer_top_left: path to left-facing pointer at bubble top (set to "" for bubble without pointer)
* pointer_top_right_offset_x: x offset of right-facing pointer at top (positive: move in facing direction)
* pointer_top_left_offset_x: x offset of left-facing pointer at top (positive: move in facing direction)
* pointer_top_offset_y: y offset of pointer at bubble top (positive: move inwards)
]]
local default_style = {
align_h = "center",
align_v = "top",
bubble_offset_x = 0,
bubble_top_offset_y = 25,
bubble_bottom_offset_y = 70,
adjust_v_offset_to_char_scale = true,
color = 0xffffff,
text_align = "center",
padding = { top = 15, right = 20, bottom = 12, left = 20 },
file_bubble = "vispath:gui/bubble.png",
ninerect_x = 20,
ninerect_y = 15,
ninerect_width = 30,
ninerect_height = 20,
file_pointer_bottom_right = "vispath:gui/bubble_pointer_br.png",
file_pointer_bottom_left = "vispath:gui/bubble_pointer_bl.png",
pointer_bottom_right_offset_x = 20,
pointer_bottom_left_offset_x = 0,
pointer_bottom_offset_y = 3,
file_pointer_top_right = "",
file_pointer_top_left = "",
pointer_top_right_offset_x = 0,
pointer_top_left_offset_x = 0,
pointer_top_offset_y = 0
}
--[[ CUSTOM BUBBLE STYLE(S)
Optional: Add custom bubble styles to the "custom_styles" table. You can override all properties of the default style. Undefined properties will fallback to default.
Each custom bubble style is defined for a specific character. Add the name of the character as an additional "char" property. If you want the character to use the default style by default and use the custom style only in certain situations (or have several custom styles for him), read the following paragraph.
You can define multiple bubble styles per character. Add a Visionaire value called "argo_bubble" to the character to set the desired bubble style in-game. Counting starts with 1. If you set this value to a number that doesn't correspond to a custom style (e.g. 0), the default style will be used. If you don't add this value at all, the first bubble style definition for this character will be used if present. If you have only one custom style defined for a character and want to use only that, you don't need to add the Visionaire value.
Example:
local custom_styles = {
{
char = "Hero",
align_h = "left",
align_v = "bottom",
bubble_offset_x = 40,
bubble_top_offset_y = 35,
file_pointer_top_right = "vispath:gui/bubble_pointer_tr.png",
pointer_top_offset_y = 10
},
{
... next style definition here
}
}
]]
local custom_styles = {}
--[[ ADVANCED SETTINGS
* classic_mode: the classic mode uses the "textStarted" event handler for displaying the speech bubbles; the new mode (classic_mode = false) uses the "textRender" hook function and supports custom pause wildcards in the middle of texts (e.g. "Some text<p2>More text", "Hello<p>world"); if you need the "textRender" hook elsewhere in your project, you may switch back to classic mode
* ab_bind_to_handlers: set to false, if you are using the "textStarted" and "textStopped" event handlers in another script; you'll then have to call "show_argo_bubble(text)" AND "destroy_argo_bubble(text)" over there.
* ab_on_text_started: call external functions for the "textStarted" event handler
* ab_on_text_stopped: call external functions for the "textStopped" event handler
]]
local classic_mode = false
local ab_bind_to_handlers = true
function ab_on_text_started(text)
-- add your functions here
end
function ab_on_text_stopped(text)
-- add your functions here
end
--------------------------------------------------------
-- USUALLY NO NEED TO CHANGE ANYTHING BELOW THIS LINE --
--------------------------------------------------------
-- Build new custom styles table "c_styles" and fill up with default values
local c_styles = {}
if custom_styles ~= nil then
for key, styles in pairs(custom_styles) do
local num_char_styles = 1
if c_styles[ styles["char"] ] ~= nil then
num_char_styles = #c_styles[ styles["char"] ] + 1
c_styles[ styles["char"] ][num_char_styles] = {}
else
c_styles[ styles["char"] ] = {{}}
end
for k, v in pairs(default_style) do
c_styles[ styles["char"] ][num_char_styles][k] = v
end
for k, v in pairs(styles) do
c_styles[ styles["char"] ][num_char_styles][k] = v
end
end
end
-- CALL FUNCTIONS
local bubbles = {}
-- New mode: create bubbles in "textRender" function
function show_argo_bubble(text)
if text.Owner:getId().tableId == eCharacters then
-- Add current character text to the bubbles table
bubbles[text:getId().id] = {
Text = text.CurrentText,
Owner = text.Owner:getName(),
Background = text.Background
}
-- override the default text rendering
return true
end
return false
end
-- Classic mode: create bubbles on "textStarted" event
function show_argo_bubble_classic(text)
if classic_mode then
if text.Owner:getId().tableId == eCharacters then
-- Add current character text to the bubbles table
bubbles[text:getId().id] = {
Text = text.CurrentText,
Owner = text.Owner:getName(),
Background = text.Background
}
-- prevent displaying of text
text.CurrentText = ""
end
end
-- Call external functions that use the "textStarted" event handler
if ab_on_text_started ~= nil then
ab_on_text_started(text)
end
end
function destroy_argo_bubble(text)
-- Remove current text from bubbles table
bubbles[text:getId().id] = nil
-- Call external functions that use the "textStopped" event handler
if ab_on_text_stopped ~= nil then
ab_on_text_stopped(text)
end
end
-- Call this function to immediately destroy all bubbles
function kill_argo_bubbles()
bubbles = {}
end
-- Bind to event handlers and register hook function
if ab_bind_to_handlers then
registerEventHandler("textStarted","show_argo_bubble_classic")
registerEventHandler("textStopped","destroy_argo_bubble")
end
if not classic_mode then
registerHookFunction("textRender", "show_argo_bubble")
end
-- DRAW FUNCTIONS
-- Draw background texts from bubbles table below interfaces (and cursors)
function bubble_below_interface()
for key, val in pairs(bubbles) do
if val.Background then
create_bubble(key, val)
end
end
end
-- Draw non-background texts from bubbles table above interfaces
function bubble_above_interface()
for key, val in pairs(bubbles) do
if not val.Background then
create_bubble(key, val)
end
end
end
-- Main bubble function
function create_bubble(key, val)
-- Get talking character
local char = Characters[val.Owner]
local pos = graphics.getCharacterTextPosition(char)
-- Shader toolkit viewport adjustments (not fully supported yet)
local shader_adjusted_viewport = {x = 0, y = 0, scale = 1}
if enable_shader_viewport_adjustments and shader_newViewport ~= nil then
if shader_viewportTransition > 0.0 and shader_viewportTransition < 1.0 then
shader_adjusted_viewport.scale = (1.0 - shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale
local startCenter = {
x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,
y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y
}
local endCenter = {
x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,
y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y
}
local interpolatedCenter = {
x = startCenter.x * (1.0 - shader_viewportTransition) + endCenter.x * shader_viewportTransition,
y = startCenter.y * (1.0 - shader_viewportTransition) + endCenter.y * shader_viewportTransition
}
shader_adjusted_viewport.x = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x
shader_adjusted_viewport.y = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y
else
shader_adjusted_viewport = shader_newViewport
end
end
-- Use default bubble style or custom style depending on talking character
local bubble_style = default_style
if c_styles ~= nil and c_styles[char.name] ~= nil then
if Characters[char.name].Values["argo_bubble"] ~= nil then
if c_styles[char.name][ Characters[char.name].Values["argo_bubble"].Int ] ~= nil then
bubble_style = c_styles[char.name][ Characters[char.name].Values["argo_bubble"].Int ]
end
else
bubble_style = c_styles[char.name][1]
end
end
-- Facing direction (if bubble alignment is set to "left" or "right", the actual facing direction is irrelevant)
local char_facing = "right"
if bubble_style.align_h == "left" then
char_facing = "left"
elseif bubble_style.align_h ~= "right" then
if char.Direction > 90 and char.Direction < 270 then
char_facing = "left"
end
end
-- Calculate the text and bubble dimensions (width, height)
local txt = val.Text:gsub("<br/"..">", "\n")
local lines = graphics.performLinebreaks(txt)
local text_dim = {x = 0, y = 0}
local bubble_dim = {x = 0, y = 0}
graphics.font = char.Font
for k, line in ipairs(lines) do
local tempdim = graphics.fontDimension(line)
if text_dim.x < tempdim.x then
text_dim.x = tempdim.x
end
end
text_dim.y = #lines * (char.Font.Size + char.Font.VerticalLetterSpacing) - char.Font.VerticalLetterSpacing
bubble_dim.x = text_dim.x + bubble_style.padding.right + bubble_style.padding.left
bubble_dim.y = text_dim.y + bubble_style.padding.top + bubble_style.padding.bottom
-- Calculate the bubble position
-- X position
if bubble_style.align_h == "right" or (bubble_style.align_h == "char_facing" and char_facing == "right") then
pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale
elseif bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then
pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale - bubble_dim.x
else -- center
pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale - bubble_dim.x / 2
end
if char_facing == "left" then
pos.x = pos.x - bubble_style.bubble_offset_x
else -- right
pos.x = pos.x + bubble_style.bubble_offset_x
end
if pos.x < min_distance then
pos.x = min_distance
elseif pos.x > game.WindowResolution.x - bubble_dim.x - min_distance then
pos.x = game.WindowResolution.x - bubble_dim.x - min_distance
end
-- Y position
local temp_y = 0
local char_scale = 1
if bubble_style.adjust_v_offset_to_char_scale then
char_scale = (char.ScaleFactor / 100)
if char.Scale then
char_scale = char_scale * (char.Size / 100)
end
end
if bubble_style.align_v == "bottom" then
temp_y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale + math.floor(bubble_style.bubble_bottom_offset_y * char_scale)
else -- top
temp_y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale - bubble_dim.y - math.floor(bubble_style.bubble_top_offset_y * char_scale)
end
if temp_y < min_distance then
if flip_v_align_on_edge then
bubble_style.align_v_temp = "bottom"
pos.y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale + math.floor(bubble_style.bubble_bottom_offset_y * char_scale)
else
pos.y = min_distance
end
elseif temp_y > game.WindowResolution.y - bubble_dim.y - min_distance then
if flip_v_align_on_edge then
bubble_style.align_v_temp = "top"
pos.y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale - bubble_dim.y - math.floor(bubble_style.bubble_top_offset_y * char_scale)
else
pos.y = game.WindowResolution.y - bubble_dim.y - min_distance
end
else
pos.y = temp_y
bubble_style.align_v_temp = nil
end
-- Get bubble graphic and define ninerect geometry
local sprite = graphics.loadFromFile(bubble_style.file_bubble)
local dest_rect = {
x = pos.x,
y = pos.y,
width = bubble_dim.x,
height = bubble_dim.y
}
local nine_rect = {
x = bubble_style.ninerect_x,
y = bubble_style.ninerect_y,
width = bubble_style.ninerect_width,
height = bubble_style.ninerect_height
}
-- Draw the bubble
graphics.drawSpriteWithNineRect(sprite, dest_rect, nine_rect, bubble_style.color, 1.0)
-- Get pointer graphic
local pointer = nil
local pointer_offset = 0
if char_facing == "left" then
-- right pointer when char facing left
if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == "bottom") or (bubble_style.align_v_temp == nil and bubble_style.align_v == "bottom") then
-- top pointer when bubble aligned to bottom
if bubble_style.file_pointer_top_right ~= nil and bubble_style.file_pointer_top_right ~= "" then
pointer = graphics.loadFromFile(bubble_style.file_pointer_top_right)
pointer_offset = -bubble_style.pointer_top_right_offset_x
end
else
-- bottom pointer when bubble aligned to top
if bubble_style.file_pointer_bottom_right ~= nil and bubble_style.file_pointer_bottom_right ~= "" then
pointer = graphics.loadFromFile(bubble_style.file_pointer_bottom_right)
pointer_offset = -bubble_style.pointer_bottom_right_offset_x
end
end
else
-- left pointer when char facing right
if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == "bottom") or (bubble_style.align_v_temp == nil and bubble_style.align_v == "bottom") then
-- top pointer when bubble aligned to bottom
if bubble_style.file_pointer_top_left ~= nil and bubble_style.file_pointer_top_left ~= "" then
pointer = graphics.loadFromFile(bubble_style.file_pointer_top_left)
pointer_offset = bubble_style.pointer_top_left_offset_x
end
else
-- bottom pointer when bubble aligned to top
if bubble_style.file_pointer_bottom_left ~= nil and bubble_style.file_pointer_bottom_left ~= "" then
pointer = graphics.loadFromFile(bubble_style.file_pointer_bottom_left)
pointer_offset = bubble_style.pointer_bottom_left_offset_x
end
end
end
-- Continue with pointer, if graphic has been defined
if pointer ~= nil then
-- Calculate pointer position
local pointer_pos = {x = 0, y = 0}
if bubble_style.align_h == "right" or (bubble_style.align_h == "char_facing" and char_facing == "right") then
-- if bubble is aligned right, pointer is positioned leftmost
pointer_pos.x = pos.x + pointer_offset
-- Adjust position, if you're too close to the edge
if pointer_pos.x < (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then
pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset
end
elseif bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then
-- if bubble is aligned left, pointer is positioned rightmost
pointer_pos.x = pos.x + bubble_dim.x - pointer.width + pointer_offset
-- Adjust position, if you're too close to the edge
if pointer_pos.x > (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then
pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset
end
else -- center
-- if bubble is aligned center, pointer is positioned at character
pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset
end
-- Adjust position, if character is too close to the edge
if pointer_pos.x < pos.x - pointer_offset then
pointer_pos.x = pos.x - pointer_offset
elseif pointer_pos.x > pos.x + bubble_dim.x - pointer.width - pointer_offset then
pointer_pos.x = pos.x + bubble_dim.x - pointer.width - pointer_offset
end
if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == "bottom") or (bubble_style.align_v_temp == nil and bubble_style.align_v == "bottom") then
-- pointer on top when bubble aligned to bottom
pointer_pos.y = pos.y - pointer.height + bubble_style.pointer_top_offset_y
else
-- pointer on bottom when bubble aligned to top
pointer_pos.y = pos.y + bubble_dim.y - bubble_style.pointer_bottom_offset_y
end
pointer.position = {x = pointer_pos.x, y = pointer_pos.y}
-- Draw the pointer
graphics.drawSprite(pointer, 1.0, bubble_style.color)
end
-- Draw the text line by line
for k, line in ipairs(lines) do
local tempdim = graphics.fontDimension(line)
local text_pos = {x = 0, y = 0}
if bubble_style.text_align == "left" then
text_pos.x = pos.x + bubble_style.padding.left
elseif bubble_style.text_align == "right" then
text_pos.x = pos.x + bubble_style.padding.left + text_dim.x - tempdim.x
else -- center
text_pos.x = pos.x + bubble_style.padding.left + (text_dim.x - tempdim.x) / 2
end
text_pos.y = pos.y + bubble_style.padding.top + (k - 1) * (char.Font.Size + char.Font.VerticalLetterSpacing)
graphics.drawFont(line,
math.floor(text_pos.x),
math.floor(text_pos.y),
1.0
)
end
end -- end of bubble function
-- ADD DRAW FUNCTIONS TO THE RENDERING
graphics.addDrawFunc("bubble_below_interface()", 0)
graphics.addDrawFunc("bubble_above_interface()", 1)
Resources
Name | Description |
---|---|
argo_bubbles_2.1.5.zip | A working example of the script in action. Visionaire Studio 5.1.9.2+ required to run the included .ved file(s). |