Merge pull request #2234 from rh-hideout/DizzyEggg-abilpopup

Ability pop-up displays properly long abilities
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Eduardo Quezada D'Ottone 2022-08-25 00:17:38 -04:00 committed by GitHub
commit a210e45c61
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@ -2908,7 +2908,7 @@ static void TextIntoAbilityPopUp(void *dest, u8 *windowTileData, s32 arg2, bool3
#define MAX_CHARS_PRINTED 12
static void PrintOnAbilityPopUp(const u8 *str, u8 *spriteTileData1, u8 *spriteTileData2, u32 x1, u32 x2, u32 y, u32 color1, u32 color2, u32 color3)
static void PrintOnAbilityPopUp(const u8 *str, u8 *spriteTileData1, u8 *spriteTileData2, u32 x1, u32 x2, u32 y, u32 color1, u32 color2, u32 color3, bool32 alignAbilityChars)
{
u32 windowId, i;
u8 *windowTileData;
@ -2923,6 +2923,15 @@ static void PrintOnAbilityPopUp(const u8 *str, u8 *spriteTileData1, u8 *spriteTi
}
text1[i] = EOS;
// Because there are two Windows, we need to align the strings, so that the first char in the second window starts right after the last char in the first window.
// Windows are 64 pixels in width.
if (alignAbilityChars && i == MAX_CHARS_PRINTED)
{
u32 width = GetStringWidth(FONT_SMALL, text1, 0);
if (x1 + width < 64)
x1 += 64 - (x1 + width);
}
windowTileData = AddTextPrinterAndCreateWindowOnAbilityPopUp(text1, x1, y, color1, color2, color3, &windowId);
TextIntoAbilityPopUp(spriteTileData1, windowTileData, 8, (y == 0));
RemoveWindow(windowId);
@ -2951,7 +2960,8 @@ static void ClearAbilityName(u8 spriteId1, u8 spriteId2)
(void*)(OBJ_VRAM0) + (gSprites[spriteId2].oam.tileNum * 32) + 256,
6, 1,
4,
7, 9, 1);
7, 9, 1,
FALSE);
}
static void PrintBattlerOnAbilityPopUp(u8 battlerId, u8 spriteId1, u8 spriteId2)
@ -2988,7 +2998,8 @@ static void PrintBattlerOnAbilityPopUp(u8 battlerId, u8 spriteId1, u8 spriteId2)
(void*)(OBJ_VRAM0) + (gSprites[spriteId2].oam.tileNum * 32),
7, 0,
0,
2, 7, 1);
2, 7, 1,
FALSE);
}
static void PrintAbilityOnAbilityPopUp(u32 ability, u8 spriteId1, u8 spriteId2)
@ -2996,9 +3007,10 @@ static void PrintAbilityOnAbilityPopUp(u32 ability, u8 spriteId1, u8 spriteId2)
PrintOnAbilityPopUp(gAbilityNames[ability],
(void*)(OBJ_VRAM0) + (gSprites[spriteId1].oam.tileNum * 32) + 256,
(void*)(OBJ_VRAM0) + (gSprites[spriteId2].oam.tileNum * 32) + 256,
6, 1,
6, 0,
4,
7, 9, 1);
7, 9, 1,
TRUE);
}
#define PIXEL_COORDS_TO_OFFSET(x, y)( \