Files
mranderson/inc/window/window.popup.lua
T
mr.zeroandClaude Opus 5 d45143d69d
ci/woodpecker/push/tic80 Pipeline was successful
ci/woodpecker/manual/tic80 Pipeline was successful
Make the source pass the CI lint
The central pipeline lints where the old inline one did not, and it
aborts on any warning. Nothing here was actually wrong: 166 of the 243
warnings were the TIC-80 API and the game's own globals being undeclared,
which is what .luacheckrc is for — the same shape impostor already uses.

The rest was trailing whitespace on 14 lines, now stripped. INPUT_KEY_X
is unused but kept: it belongs to the LEFT/RIGHT/A/B/X/Y set and removing
it would leave a gap in the mapping, so luacheck is told to allow the
family.

Verified locally by merging the sources the way the pipeline does and
running luacheck over the result: 0 warnings, 0 errors.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 22:49:06 +02:00

103 lines
3.5 KiB
Lua

function PopupWindow.set_dialog_node(node_key)
local npc = Context.dialog.active_entity
local node = npc.dialog[node_key]
if not node then
GameWindow.set_state(WINDOW_GAME)
return
end
Context.dialog.current_node_key = node_key
Context.dialog.text = node.text
local menu_items = {}
if node.options then
for _, option in ipairs(node.options) do
table.insert(menu_items, {
label = option.label,
action = function()
PopupWindow.set_dialog_node(option.next_node)
end
})
end
end
-- if no options, it's the end of this branch.
if #menu_items == 0 then
table.insert(menu_items, {
label = "Go back",
action = function() GameWindow.set_state(WINDOW_GAME) end
})
end
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
Context.dialog.showing_description = false
GameWindow.set_state(WINDOW_POPUP)
end
function PopupWindow.update()
if Context.dialog.showing_description then
if Input.menu_confirm() or Input.menu_back() then
Context.dialog.showing_description = false
Context.dialog.text = "" -- Clear the description text
-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION
end
else
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
if Input.menu_confirm() then
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
if selected_item and selected_item.action then
selected_item.action()
end
end
if Input.menu_back() then
GameWindow.set_state(WINDOW_GAME)
end
end
end
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
Context.dialog.active_entity = entity
Context.dialog.text = "" -- Initial dialog text is empty, name is title
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
Context.dialog.showing_description = false
Context.dialog.menu_items = menu_items
Context.dialog.selected_menu_item = 1
end
function PopupWindow.show_description_dialog(entity, description_text)
Context.dialog.active_entity = entity
Context.dialog.text = description_text
GameWindow.set_state(WINDOW_POPUP)
Context.dialog.showing_description = true
-- No menu items needed for description dialog
end
function PopupWindow.draw()
rect(40, 40, 160, 80, Config.colors.black)
rectb(40, 40, 160, 80, Config.colors.green)
-- Display the entity's name as the dialog title
if Context.dialog.active_entity and Context.dialog.active_entity.name then
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
end
-- Display the dialog content (description for "look at", or initial name/dialog for others)
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
local current_y = 55 -- Starting Y position for the first line of content
for _, line in ipairs(wrapped_lines) do
Print.text(line, 50, current_y, Config.colors.light_grey)
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
end
-- Adjust menu position based on the number of wrapped lines
if not Context.dialog.showing_description then
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
else
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
end
end