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dialog-choices.js
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dialog-choices.js
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/**
🔀
@file dialog choices
@summary dialog choices
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Adds a dialog tag which allows you to present the player with dialog choices.
Uses as an arrow cursor by default, but this can be changed in the hackOptions to use a custom bitsy sprite instead.
Usage:
{choice
- option one
result of picking option
- option two
result of picking option
}
Recommended uses:
DLG_simple_response
"""
Greeting text{choice
- Response one
answer to response one
- Response two
answer to response two
}
"""
DLG_complex_response
"""
Greeting text{choice
- Response one
{a = 1}
- Response two
{a = 2}
}constant part of answer{
- a == 1 ?
custom part based on response one
- a == 2 ?
custom part based on response two
}
"""
This hack includes the "long dialog" hack so that the textbox
automatically expands to allow for more than 2 choices.
Note: it's recommended you combine this hack
with the dialog jump hack for complex cases.
Limitations:
Each option must fit on a single line, or the cursor
may not line up with the selected option.
Checking the value of a variable set in an option
*immediately after the choice* will not work,
as it will evaluate before the player has selected
an option if there is no text in-between the two.
e.g.
"""
{a = 1}
{choice
- Response one
{a = 2}
- Response two
{a = 3}
}
{
- a == 1 ?
this will print
- a == 2 ?
these will not
- a == 3 ?
these will not
}
"""
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit hackOptions below as needed
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
// if defined, the cursor is drawn as the sprite with the given id
// e.g. replace with `getCursorSprite('A')` to use the player's avatar as a cursor
// if not defined, uses an arrow graphic similar to the continue arrow
cursor: getCursorSprite(),
// modifies the position of the cursor
transform: {
y: 1,
x: 0,
},
// long dialog options
minRows: 2,
maxRows: 2,
};
/**
* Helper used to replace code in a script tag based on a search regex.
* To inject code without erasing original string, using capturing groups; e.g.
* ```js
* inject(/(some string)/,'injected before $1 injected after');
* ```
* @param searcher Regex to search and replace
* @param replacer Replacer string/fn
*/
function inject$1(searcher, replacer) {
// find the relevant script tag
var scriptTags = document.getElementsByTagName('script');
var scriptTag;
var code = '';
for (var i = 0; i < scriptTags.length; ++i) {
scriptTag = scriptTags[i];
if (!scriptTag.textContent)
continue;
var matchesSearch = scriptTag.textContent.search(searcher) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code || !scriptTag) {
throw new Error('Couldn\'t find "' + searcher + '" in script tags');
}
// modify the content
code = code.replace(searcher, replacer);
// replace the old script tag with a new one using our modified code
var newScriptTag = document.createElement('script');
newScriptTag.textContent = code;
scriptTag.insertAdjacentElement('afterend', newScriptTag);
scriptTag.remove();
}
/**
* Helper for getting an array with unique elements
* @param {Array} array Original array
* @return {Array} Copy of array, excluding duplicates
*/
function unique(array) {
return array.filter(function (item, idx) {
return array.indexOf(item) === idx;
});
}
// Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)');
/** test */
function kitsyInject(searcher, replacer) {
if (!kitsy.queuedInjectScripts.some(function (script) {
return searcher.toString() === script.searcher.toString() && replacer === script.replacer;
})) {
kitsy.queuedInjectScripts.push({
searcher: searcher,
replacer: replacer,
});
}
else {
console.warn('Ignored duplicate inject');
}
}
// Ex: before('load_game', function run() { alert('Loading!'); });
// before('show_text', function run(text) { return text.toUpperCase(); });
// before('show_text', function run(text, done) { done(text.toUpperCase()); });
function before$1(targetFuncName, beforeFn) {
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
// Ex: after('load_game', function run() { alert('Loaded!'); });
function after$1(targetFuncName, afterFn) {
kitsy.queuedAfterScripts[targetFuncName] = kitsy.queuedAfterScripts[targetFuncName] || [];
kitsy.queuedAfterScripts[targetFuncName].push(afterFn);
}
function applyInjects() {
kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject$1(injectScript.searcher, injectScript.replacer);
});
}
function applyHooks(root) {
var allHooks = unique(Object.keys(kitsy.queuedBeforeScripts).concat(Object.keys(kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook.bind(this, root || window));
}
function applyHook(root, functionName) {
var functionNameSegments = functionName.split('.');
var obj = root;
while (functionNameSegments.length > 1) {
obj = obj[functionNameSegments.shift()];
}
var lastSegment = functionNameSegments[0];
var superFn = obj[lastSegment];
var superFnLength = superFn ? superFn.length : 0;
var functions = [];
// start with befores
functions = functions.concat(kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(kitsy.queuedAfterScripts[functionName] || []);
// overwrite original with one which will call each in order
obj[lastSegment] = function () {
var returnVal;
var args = [].slice.call(arguments);
var i = 0;
function runBefore() {
// All outta functions? Finish
if (i === functions.length) {
return returnVal;
}
// Update args if provided.
if (arguments.length > 0) {
args = [].slice.call(arguments);
}
if (functions[i].length > superFnLength) {
// Assume funcs that accept more args than the original are
// async and accept a callback as an additional argument.
return functions[i++].apply(this, args.concat(runBefore.bind(this)));
}
// run synchronously
returnVal = functions[i++].apply(this, args);
if (returnVal && returnVal.length) {
args = returnVal;
}
return runBefore.apply(this, args);
}
return runBefore.apply(this, arguments);
};
}
/**
@file kitsy-script-toolkit
@summary Monkey-patching toolkit to make it easier and cleaner to run code before and after functions or to inject new code into script tags
@license WTFPL (do WTF you want)
@author Original by mildmojo; modified by Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
*/
var kitsy = (window.kitsy = window.kitsy || {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {},
inject: kitsyInject,
before: before$1,
after: after$1,
/**
* Applies all queued `inject` calls.
*
* An object that instantiates an class modified via injection will still refer to the original class,
* so make sure to reinitialize globals that refer to injected scripts before calling `applyHooks`.
*/
applyInjects,
/** Apples all queued `before`/`after` calls. */
applyHooks,
});
// Rewrite custom functions' parentheses to curly braces for Bitsy's
// interpreter. Unescape escaped parentheticals, too.
function convertDialogTags(input, tag) {
return input.replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".*?"|.+?))?)\\\\?\\)', 'g'), function (match, group) {
if (match.substr(0, 1) === '\\') {
return '(' + group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...)
}
return '{' + group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...}
});
}
var hooked = kitsy.hooked;
if (!hooked) {
kitsy.hooked = true;
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts
kitsy.applyInjects();
// recreate the script and dialog objects so that they'll be
// referencing the code with injections instead of the original
bitsy.scriptModule = new bitsy.Script();
bitsy.scriptInterpreter = bitsy.scriptModule.CreateInterpreter();
bitsy.dialogModule = new bitsy.Dialog();
bitsy.dialogRenderer = bitsy.dialogModule.CreateRenderer();
bitsy.dialogBuffer = bitsy.dialogModule.CreateBuffer();
bitsy.renderer = new bitsy.TileRenderer(bitsy.tilesize);
bitsy.transition = new bitsy.TransitionManager();
// Hook everything
kitsy.applyHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
}
/** @see kitsy.inject */
var inject = kitsy.inject;
/** @see kitsy.before */
var before = kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
function addDialogFunction(tag, fn) {
kitsy.dialogFunctions = kitsy.dialogFunctions || {};
if (kitsy.dialogFunctions[tag]) {
console.warn('The dialog function "' + tag + '" already exists.');
return;
}
// Hook into game load and rewrite custom functions in game data to Bitsy format.
before('parseWorld', function (gameData) {
return [convertDialogTags(gameData, tag)];
});
kitsy.dialogFunctions[tag] = fn;
}
function injectDialogTag(tag, code) {
inject(/(var functionMap = \{\};[^]*?)(this.HasFunction)/m, '$1\nfunctionMap["' + tag + '"] = ' + code + ';\n$2');
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed immediately when the tag is reached.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
* onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system)
*/
function addDialogTag(tag, fn) {
addDialogFunction(tag, fn);
injectDialogTag(tag, 'kitsy.dialogFunctions["' + tag + '"]');
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed after the dialog box.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDeferredDialogTag(tag, fn) {
addDialogFunction(tag, fn);
bitsy.kitsy.deferredDialogFunctions = bitsy.kitsy.deferredDialogFunctions || {};
var deferred = (bitsy.kitsy.deferredDialogFunctions[tag] = []);
injectDialogTag(tag, 'function(e, p, o){ kitsy.deferredDialogFunctions["' + tag + '"].push({e:e,p:p}); o(null); }');
// Hook into the dialog finish event and execute the actual function
after('onExitDialog', function () {
while (deferred.length) {
var args = deferred.shift();
bitsy.kitsy.dialogFunctions[tag](args.e, args.p, args.o);
}
});
// Hook into the game reset and make sure data gets cleared
after('clearGameData', function () {
deferred.length = 0;
});
}
/**
* Adds two custom dialog tags which execute the provided function,
* one with the provided tagname executed after the dialog box,
* and one suffixed with 'Now' executed immediately when the tag is reached.
*
* i.e. helper for the (exit)/(exitNow) pattern.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDualDialogTag(tag, fn) {
addDialogTag(tag + 'Now', function (environment, parameters, onReturn) {
var result = fn(environment, parameters);
onReturn(result === undefined ? null : result);
});
addDeferredDialogTag(tag, fn);
}
/**
* Helper for printing a paragraph break inside of a dialog function.
* Adds the function `AddParagraphBreak` to `DialogBuffer`
*/
inject(/(this\.AddLinebreak = )/, 'this.AddParagraphBreak = function() { buffer.push( [[]] ); isActive = true; };\n$1');
/**
📃
@file paragraph-break
@summary Adds paragraph breaks to the dialogue parser
@license WTFPL (do WTF you want)
@author Sean S. LeBlanc, David Mowatt
@version 22.1.0
@requires Bitsy 8.12
@description
Adds a (p) tag to the dialogue parser that forces the following text to
start on a fresh dialogue screen, eliminating the need to spend hours testing
line lengths or adding multiple line breaks that then have to be reviewed
when you make edits or change the font size.
Note: Bitsy has a built-in implementation of paragraph-break as of 7.0;
before using this, you may want to check if it fulfills your needs.
Usage: (p)
Example: I am a cat(p)and my dialogue contains multitudes
HOW TO USE:
1. Copy-paste this script into a new script tag after the Bitsy source code.
It should appear *before* any other mods that handle loading your game
data so it executes *after* them (last-in first-out).
NOTE: This uses parentheses "()" instead of curly braces "{}" around function
calls because the Bitsy editor's fancy dialog window strips unrecognized
curly-brace functions from dialog text. To keep from losing data, write
these function calls with parentheses like the examples above.
For full editor integration, you'd *probably* also need to paste this
code at the end of the editor's `bitsy.js` file. Untested.
*/
// Adds the actual dialogue tag. No deferred version is required.
addDialogTag('p', function (environment, parameters, onReturn) {
environment.GetDialogBuffer().AddParagraphBreak();
onReturn(null);
});
// End of (p) paragraph break mod
/**
📜
@file long dialog
@summary put more words onscreen
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Makes the dialog box variable in height, allowing it to expand as needed.
Minimum and maximum size are configurable.
Cheat sheet:
2: bitsy default
8: reaches just below the halfway mark
16: roughly the max of the original bitsy margins
19: max before cutting off text
Note: this hack also includes the paragraph break hack
A common pattern in bitsy is using intentional whitespace to force new dialog pages,
but the long dialog hack makes that look awkward since the text box expands.
The paragraph break hack lets you get around this by using a (p) tag to immediately end the current page.
There is also a dialog tag that lets you change the size ingame.
Usage:
(textboxsize "<min>,<max>")
(textboxsizeNow "<min>,<max>")
Examples:
(textboxsize "2,6")
(textboxsizeNow "2,2")
HOW TO USE:
1. Copy-paste this script into a new script tag after the Bitsy source code.
2. edit hackOptions below as needed
*/
var hackOptions$1 = {
minRows: 2,
maxRows: 4,
};
kitsy.longDialogOptions = hackOptions$1;
// override textbox height to be dynamic based on row count
inject(
/textboxInfo\.height = .+;/,
`Object.defineProperty(textboxInfo, 'height', {
get() { return textboxInfo.padding_vert + (textboxInfo.padding_vert + relativeFontHeight()) * Math.max(window.kitsy.longDialogOptions.minRows, dialogBuffer.CurPage().indexOf(dialogBuffer.CurRow())+Math.sign(dialogBuffer.CurCharCount())) + textboxInfo.arrow_height; }
})`
);
// export textbox info
inject(/(var font = null;)/, 'this.textboxInfo = textboxInfo;$1');
// rewrite hard-coded row limit
inject(/(else if \(curRowIndex )== 0/g, '$1 < window.kitsy.longDialogOptions.maxRows - 1');
inject(/(if \(lastPage\.length) <= 1/, '$1 < window.kitsy.longDialogOptions.maxRows');
// update textbox size
var ph;
function updateTextbox() {
var h = bitsy.dialogRenderer.textboxInfo.height;
if (h === ph) return;
ph = h;
var textScale = bitsy.bitsy.textMode() === bitsy.bitsy.TXT_LOREZ ? 1 : 2;
bitsy.bitsy.textbox(undefined, undefined, undefined, undefined, h * textScale);
}
before('dialogRenderer.Draw', updateTextbox);
// reserve textbox memory on startup to avoid flickering
// when it expands dynamically
after('dialogRenderer.SetFont', function () {
// eslint-disable-next-line no-underscore-dangle
var t = bitsy.bitsy._dump()[bitsy.bitsy.TEXTBOX];
t.length = Math.max(t.length, 256000);
});
addDualDialogTag('textboxsize', function (environment, parameters) {
if (!parameters[0]) {
throw new Error('{textboxsize} was missing parameters! Usage: {textboxsize "minrows, maxrows"}');
}
// parse parameters
var params = parameters[0].split(/,\s?/);
var min = parseInt(params[0], 10);
var max = parseInt(params[1], 10);
hackOptions$1.minRows = min;
hackOptions$1.maxRows = max;
updateTextbox();
});
hackOptions$1.minRows = hackOptions.minRows;
hackOptions$1.maxRows = hackOptions.maxRows;
var dialogChoices = {
choice: 0,
choices: [],
choicesActive: false,
moved: true,
handleInput: function (dialogBuffer) {
if (!this.choicesActive) {
return false;
}
var l = Math.max(this.choices.length, 1);
// navigate
if (bitsy.bitsy.button(bitsy.bitsy.BTN_UP)) {
this.choice -= 1;
if (this.choice < 0) {
this.choice += l;
}
return false;
}
if (bitsy.bitsy.button(bitsy.bitsy.BTN_DOWN)) {
this.choice = (this.choice + 1) % l;
return false;
}
// select
if (bitsy.bitsy.button(bitsy.bitsy.BTN_RIGHT)) {
// evaluate choice
this.choices[this.choice]();
// reset
this.choice = 0;
this.choices = [];
this.choicesActive = false;
return true;
}
return false;
},
};
bitsy.dialogChoices = dialogChoices;
function getCursorSprite(cursor) {
return `[
[0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 0, 0, 0, 0, 0],
[0, 1, 1, 1, 0, 0, 0, 0],
[0, 1, 1, 0, 0, 0, 0, 0],
[0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0]
]`;
}
// parsing
// (adds a new sequence node type)
inject(/(\|\| str === "shuffle")/, '$1 || str === "choice"');
inject(
/(state\.curNode\.AddChild\(new ShuffleNode\(options\)\);\n.*})/,
`$1
else if(sequenceType === "choice") {
state.curNode.AddChild(new ChoiceNode(options));
}`
);
inject(
/(function ShuffleNode\(options\) {)/,
`
function ChoiceNode(options) {
Object.assign( this, new TreeRelationship() );
Object.assign( this, new SequenceBase() );
this.type = "choice";
this.options = options;
options.forEach(function(option){
var br = option.children.find(function(child){ return child.name === 'br'; });
if (!br) {
option.onSelect = [];
return;
}
var idx = option.children.indexOf(br);
option.onSelect = option.children.slice(idx+1);
option.children = option.children.slice(0, idx);
});
this.Eval = function(environment,onReturn) {
var lastVal = null;
var i = 0;
var prevRows = window.kitsy.longDialogOptions.maxRows;
window.kitsy.longDialogOptions.maxRows = Infinity;
function evalChildren(children,done) {
if(i < children.length) {
children[i].Eval(environment, function(val) {
if (i === children.length - 1) {
environment.GetDialogBuffer().AddParagraphBreak();
environment.GetDialogBuffer().AddScriptReturn(function () {
// end dialog if there's no content after the choice
if (environment.GetDialogBuffer().CurCharCount() <= 1) {
environment.GetDialogBuffer().EndDialog();
}
});
} else {
environment.GetDialogBuffer().AddLinebreak();
}
lastVal = val;
i++;
evalChildren(children,done);
});
}
else {
done();
window.dialogChoices.choicesActive = true;
}
}
window.dialogChoices.choices = this.options.map(function(option){
return function(){
window.kitsy.longDialogOptions.maxRows = prevRows;
option.onSelect.forEach(function(child){
child.Eval(environment, function(){});
});
};
});
if (environment.GetDialogBuffer().CurCharCount() > 0) {
environment.GetDialogBuffer().AddParagraphBreak();
}
evalChildren(this.options, function () {
onReturn(lastVal);
});
}
}
$1`
);
// rendering
// (re-uses existing arrow image data,
// but draws rotated to point at text)
inject(
/(this\.DrawNextArrow = )/,
`
this.DrawChoiceArrow = function() {
var text_scale = getTextScale();
var textboxScaleW = textboxInfo.width * text_scale;
var textboxScaleH = textboxInfo.height * text_scale;
var rows = ${hackOptions.cursor};
var top = (${hackOptions.transform.y} + window.dialogChoices.choice * (textboxInfo.padding_vert + relativeFontHeight())) * text_scale;
var left = ${hackOptions.transform.x}*text_scale;
for (var y = 0; y < rows.length; y++) {
var cols = rows[y];
for (var x = 0; x < cols.length; x++) {
if (cols[x]) {
//scaling nonsense
for (var sy = 0; sy < text_scale; sy++) {
for (var sx = 0; sx < text_scale; sx++) {
var px = left + (x * text_scale) + sx;
var py = top + (y * text_scale) + sy;
bitsy.set(bitsy.TEXTBOX, (py * textboxScaleW) + px, textArrowIndex);
}
}
}
}
}
};
$1`
);
inject(
/(if \(buffer.CanContinue\(\) && shouldDrawArrow\) {)/,
`
if (window.dialogChoices.choicesActive) {
this.DrawChoiceArrow();
}
$1`
);
// interaction
// (overrides the dialog skip/page flip)
inject(/(dialogBuffer.CanContinue)/, `(!window.dialogChoices.choicesActive || window.dialogChoices.handleInput(dialogBuffer)) && $1`);
inject(
/(this\.CanContinue = function\(\) {)/,
`$1
if(window.dialogChoices.choicesActive){
return false;
}
`
);
// force redrawing textbox to avoid flickering issues
inject(/shouldClearTextbox = false;/, '');
inject(/char.redraw = false;/, '');
inject(/shouldDrawArrow = false;/, '');
exports.hackOptions = hackOptions;
})(this.hacks.dialog_choices = this.hacks.dialog_choices || {}, window);