mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
685 lines
26 KiB
C#
685 lines
26 KiB
C#
using System;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.Base;
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using ProjectZ.Base.UI;
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using ProjectZ.InGame.Controls;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.Overlay
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{
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public class TextboxOverlay
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{
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struct ChoiceButton
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{
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public float Percentage;
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public float SelectionPercentage;
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}
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public Rectangle DialogBoxTextBox;
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public bool IsOpen;
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public bool OwlMode;
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public bool UpdateObjects;
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public float TransitionState => _currentOpacity;
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private const int ScrollSpeed = 20;
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private readonly Animator _animator;
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private readonly UiRectangle _textboxBackground;
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//private readonly UiRectangle _textboxBackgroundSide;
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private readonly UiRectangle[] _textboxBackgroundChoice = new UiRectangle[4];
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private readonly ChoiceButton[] _textboxChoice = new ChoiceButton[4];
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private Rectangle _dialogBoxRectangle;
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private Point _letterSize;
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private string _strFullText;
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private string _strDialog;
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private string _choiceKey;
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private string[] _choices;
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private float _textScrollCounter;
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private float _textMult;
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private float _textboxOffsetY;
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private float _currentOpacity;
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private const float TransitionSpeed = 0.15f;
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private int _textOffsetY;
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private float _selectionCounter;
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private const int SelectionTime = 250;
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private int _currentDialogCount;
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private int _paddingLeft = 5;
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private int _paddingRight = 12;
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private int _paddingV = 5;
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private int _textboxMargin = 16;
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private int _uiScale = 4;
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private int _dialogBoxWidth = 200;
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private int _dialogBoxHeight;
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private int _currentState;
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private int _currentLine;
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private int _currentLineAddition;
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private const int MaxCharacters = 26;
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private const int MaxLines = 3;
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private float _choicePercentage;
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private int _currentChoiceSelection;
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private int _choiceWidth;
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private bool _running = true;
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private bool _end;
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private bool _isChoice;
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private bool _openDialog = false;
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private bool _boxEnd;
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private string _scrollText;
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private float _scrollCounter;
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private const int ScrollTime = 125;
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private bool _textScrolling;
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public TextboxOverlay()
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{
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_animator = AnimatorSaveLoad.LoadAnimator("dialog_arrow");
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// @HACK
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_textboxBackground = new UiRectangle(Rectangle.Empty, "textboxblur", Values.ScreenNameGame, Color.Transparent, Color.Transparent, null) { Radius = Values.UiTextboxRadius };
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Game1.EditorUi.AddElement(_textboxBackground);
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//_textboxBackgroundSide = new UiRectangle(Rectangle.Empty, "textboxblur", Values.ScreenNameGame, Color.Transparent, Color.Transparent, null) { Radius = Values.UiTextboxRadius };
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//Game1.EditorUi.AddElement(_textboxBackgroundSide);
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for (var i = 0; i < _textboxBackgroundChoice.Length; i++)
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{
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_textboxBackgroundChoice[i] = new UiRectangle(Rectangle.Empty, "", Values.ScreenNameGame, Color.Transparent, Color.Transparent, null) { Radius = Values.UiTextboxRadius };
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Game1.EditorUi.AddElement(_textboxBackgroundChoice[i]);
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}
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}
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public void Init()
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{
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IsOpen = false;
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_currentOpacity = 0;
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UpdateTextBoxState();
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}
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public void Update()
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{
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if (MapManager.ObjLink.IsTransitioning)
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return;
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// update the opacity of the textbox background
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if (IsOpen && _currentOpacity < 1)
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_currentOpacity += TransitionSpeed * Game1.TimeMultiplier;
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else if (!IsOpen && _currentOpacity > 0)
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_currentOpacity -= TransitionSpeed * Game1.TimeMultiplier;
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_currentOpacity = MathHelper.Clamp(_currentOpacity, 0, 1);
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if (_currentOpacity <= 0 && _openDialog)
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{
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_openDialog = false;
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Game1.GameManager.SaveManager.SetString("dialogOpen", "0");
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}
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if (_currentOpacity >= 1)
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UpdateDialogBox();
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_textboxOffsetY = (float)Math.Sin((1 - _currentOpacity) * Math.PI / 2) * 3 * _uiScale;
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UpdateTextBoxState();
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if (_isChoice && !_running && _end)
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{
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_choicePercentage = AnimationHelper.MoveToTarget(_choicePercentage, 1, 0.075f * Game1.TimeMultiplier);
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_choiceWidth = 0;
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for (var i = 0; i < _choices.Length; i++)
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{
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var width = ((int)Resources.GameFont.MeasureString("" + _choices[i] + "").X + 8) * _uiScale;
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if (_choiceWidth < width)
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_choiceWidth = width;
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}
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for (var i = 0; i < _choices.Length; i++)
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{
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if (_choicePercentage >= i * 0.25f)
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_textboxChoice[i].Percentage = AnimationHelper.MoveToTarget(_textboxChoice[i].Percentage, 1, TransitionSpeed * Game1.TimeMultiplier);
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_textboxChoice[i].SelectionPercentage = AnimationHelper.MoveToTarget(_textboxChoice[i].SelectionPercentage, _currentChoiceSelection == i ? 1 : 0, TransitionSpeed * Game1.TimeMultiplier);
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var choicePositionY = _dialogBoxHeight + 1;
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var padding = (int)(_textboxChoice[i].SelectionPercentage * _uiScale);
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_textboxBackgroundChoice[i].BackgroundColor = Color.Lerp(Values.TextboxBackgroundColor, Values.TextboxFontColor, _textboxChoice[i].SelectionPercentage) * 0.85f * _currentOpacity * _textboxChoice[i].Percentage;
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_textboxBackgroundChoice[i].BlurColor = Values.TextboxBlurColor * _currentOpacity * _textboxChoice[i].Percentage;
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_textboxBackgroundChoice[i].Rectangle = new Rectangle(
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_dialogBoxRectangle.X + _dialogBoxRectangle.Width - _choiceWidth * (_choices.Length - i) - (3 * _uiScale) * (_choices.Length - 1 - i) - padding - _uiScale,
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_dialogBoxRectangle.Y + choicePositionY * _uiScale + (int)_textboxOffsetY - padding + (int)(Math.Sin((1 - _textboxChoice[i].Percentage) * Math.PI / 2) * 4 * _uiScale),
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_choiceWidth + 2 * padding, (Resources.GameFontHeight + 4) * _uiScale + 2 * padding);
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}
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}
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UpdateGameState();
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}
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private void UpdateTextBoxState()
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{
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// set textbox fade in from the bottom
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_textboxBackground.BackgroundColor = Values.TextboxBackgroundColor * _currentOpacity;
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_textboxBackground.BlurColor = Values.TextboxBlurColor * _currentOpacity;
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_textboxBackground.Rectangle.Y = _dialogBoxRectangle.Y + (int)_textboxOffsetY;
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//_textboxBackgroundSide.BackgroundColor = Values.TextboxBackgroundSideColor * _currentOpacity;
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//_textboxBackgroundSide.BlurColor = Values.TextboxBlurColor * _currentOpacity;
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//_textboxBackgroundSide.Rectangle.Y = _dialogBoxRectangle.Y + (int)_textboxOffsetY;
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}
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private void UpdateGameState()
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{
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// this function gets called by StartDialogX and Freezes the game when a dialog is loaded for the map we are transitioning in; not updating the transition for one frame
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if (MapManager.ObjLink.IsTransitioning)
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return;
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if (_openDialog && !UpdateObjects)
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Game1.UpdateGame = false;
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// needs to be called before the UpdateDialogBox method to ensure the player is frozen between a dialog box and a [freeze:x] coming after a [wait:dialogOpen:1]
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if (_openDialog && UpdateObjects)
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MapManager.ObjLink.FreezePlayer();
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}
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public void DrawTop(SpriteBatch spriteBatch)
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{
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if (_currentOpacity <= 0)
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return;
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var scrollOffset = 0f;
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if (_textScrolling)
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{
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var scrollPercentage = _scrollCounter / ScrollTime;
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scrollOffset = scrollPercentage * Resources.GameFontHeight * _uiScale;
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spriteBatch.DrawString(Resources.GameFont, _scrollText,
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new Vector2(DialogBoxTextBox.X, DialogBoxTextBox.Y + _textboxOffsetY - Resources.GameFontHeight * _uiScale + scrollOffset + _textOffsetY * _uiScale),
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Values.TextboxFontColor * _currentOpacity * Math.Clamp(scrollPercentage * 2f - 1f, 0, 1), 0, Vector2.Zero, _uiScale, SpriteEffects.None, 0);
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}
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// draw the dialog box
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spriteBatch.DrawString(Resources.GameFont, _strDialog,
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new Vector2(DialogBoxTextBox.X, DialogBoxTextBox.Y + _textboxOffsetY + scrollOffset + _textOffsetY * _uiScale),
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Values.TextboxFontColor * _currentOpacity, 0, Vector2.Zero, _uiScale, SpriteEffects.None, 0);
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if (!_running && !_end)
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{
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_animator.DrawBasic(spriteBatch, new Vector2(_dialogBoxRectangle.Right - _uiScale * 2, _dialogBoxRectangle.Bottom - _uiScale * 2), Color.White, _uiScale);
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}
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// show the choices if the text is fully shown
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if (_isChoice && !_running && _end)
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{
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for (var i = 0; i < _choices.Length; i++)
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{
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var textSize = Resources.GameFont.MeasureString(_choices[i]);
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var color = Color.Lerp(Values.TextboxFontColor, Values.TextboxBackgroundColor, _textboxChoice[i].SelectionPercentage);
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var posX = _textboxBackgroundChoice[i].Rectangle.X + _textboxBackgroundChoice[i].Rectangle.Width / 2 - (textSize.X * _uiScale) / 2;
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var posY = _textboxBackgroundChoice[i].Rectangle.Y + _textboxBackgroundChoice[i].Rectangle.Height / 2 - (textSize.Y * _uiScale) / 2 + _uiScale;
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spriteBatch.DrawString(Resources.GameFont, _choices[i],
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new Vector2((int)posX, (int)posY), color * _currentOpacity * _textboxChoice[i].Percentage, 0, Vector2.Zero, _uiScale, SpriteEffects.None, 0);
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}
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}
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}
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public void UpdateDialogBox()
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{
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_animator.Update();
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if (_isChoice && !_running && _end)
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ChoiceUpdate();
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if (_textScrolling)
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{
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_scrollCounter -= Game1.DeltaTime;
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if (_scrollCounter <= 0)
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{
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_textScrolling = false;
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_scrollCounter = 0;
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}
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return;
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}
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if (ControlHandler.ButtonPressed(CButtons.A))
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{
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// close the dialog box
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if (_end)
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{
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OwlMode = false;
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IsOpen = false;
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InputHandler.ResetInputState();
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// set the choice variable
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if (_isChoice)
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Game1.GameManager.SaveManager.SetString(_choiceKey, _currentChoiceSelection.ToString());
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}
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else
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{
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// start next box
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if (!_running)
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{
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_textMult = 1;
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_running = true;
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// start text in new textbox
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if (_boxEnd)
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{
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_currentLine = 0;
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_currentState += _currentDialogCount + 1;
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_currentDialogCount = 0;
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_textScrollCounter = -150;
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_strDialog = "";
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_textOffsetY = CalculateTextOffsetY(_strFullText);
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}
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// continue scrolling the text up
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else
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{
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_currentLineAddition = 0;
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}
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}
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// jump to end
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else
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{
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_textMult = 4;
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}
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}
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}
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// scroll text
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if (_running)
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_textScrollCounter += Game1.DeltaTime * _textMult;
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var updated = false;
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while (_running && _currentState + _currentDialogCount < _strFullText.Length && _textScrollCounter > ScrollSpeed)
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{
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updated = true;
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_textScrollCounter -= ScrollSpeed;
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NextLetter(false);
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}
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if (updated)
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{
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_strDialog = _strFullText.Substring(_currentState, _currentDialogCount);
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}
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if (_running && _currentState + _currentDialogCount >= _strFullText.Length)
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{
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_end = true;
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_running = false;
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Game1.GameManager.PlaySoundEffect("D360-21-15");
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}
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}
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private void NextLetter(bool fastForward)
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{
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if (_strFullText[_currentState + _currentDialogCount] == '\f')
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{
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_animator.Stop();
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_animator.Play("idle");
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_boxEnd = true;
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_running = false;
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_currentLineAddition = MaxLines;
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return;
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}
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// line break?
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if (_strFullText[_currentState + _currentDialogCount] == '\n')
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{
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if (_currentLine + 1 < MaxLines)
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_currentLine++;
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else if (_currentLineAddition < MaxLines)
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{
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_currentLineAddition++;
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_textScrolling = true;
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_scrollCounter = ScrollTime;
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var offset = _strFullText.IndexOf('\n', _currentState) - _currentState + 1;
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_scrollText = _strFullText.Substring(_currentState, offset);
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_strDialog = _strFullText.Substring(_currentState, _currentDialogCount);
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_currentState += offset;
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_currentDialogCount -= offset;
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}
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else
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{
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_animator.Stop();
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_animator.Play("idle");
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_boxEnd = false;
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_running = false;
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if (!fastForward)
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Game1.GameManager.PlaySoundEffect("D360-21-15");
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return;
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}
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}
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if (!fastForward && !OwlMode && _running && _currentDialogCount % 6 == 0)
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Game1.GameManager.PlaySoundEffect("D370-15-0F", true);
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if (!fastForward && OwlMode && _running && _currentDialogCount % 28 == 0)
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Game1.GameManager.PlaySoundEffect("D370-25-19", true);
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_currentDialogCount++;
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}
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public void ChoiceUpdate()
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{
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var newSelection = _currentChoiceSelection;
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var direction = ControlHandler.GetMoveVector2();
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var dir = AnimationHelper.GetDirection(direction);
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if (direction.Length() > Values.ControllerDeadzone && (dir == 0 || dir == 2))
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{
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_selectionCounter -= Game1.DeltaTime;
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if (_selectionCounter <= 0)
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{
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_selectionCounter += SelectionTime;
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if (dir == 0)
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newSelection--;
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else if (dir == 2)
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newSelection++;
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}
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}
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else
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{
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_selectionCounter = 0;
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}
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newSelection = MathHelper.Clamp(newSelection, 0, _choices.Length - 1);
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if (_currentChoiceSelection != newSelection)
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{
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_currentChoiceSelection = newSelection;
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Game1.GameManager.PlaySoundEffect("D360-10-0A");
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}
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}
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public void ResolutionChange()
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{
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_uiScale = Game1.UiScale;
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SetUpDialogBox();
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}
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public void SetUpDialogBox()
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{
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// only works if every letter has the same size
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_letterSize = new Point((int)Resources.GameFont.MeasureString("A").X, (int)Resources.GameFont.MeasureString("A").Y);
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_dialogBoxWidth = _letterSize.X * MaxCharacters + _paddingLeft + _paddingRight;
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_dialogBoxHeight = _letterSize.Y * MaxLines + _paddingV * 2;
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_dialogBoxRectangle = new Rectangle(
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Game1.WindowWidth / 2 - _dialogBoxWidth * _uiScale / 2,
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Game1.WindowHeight - (_uiScale * _dialogBoxHeight) - _uiScale * _textboxMargin, _dialogBoxWidth * _uiScale, _dialogBoxHeight * _uiScale);
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DialogBoxTextBox = new Rectangle(
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_dialogBoxRectangle.X + _paddingLeft * _uiScale,
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_dialogBoxRectangle.Y + _paddingV * _uiScale,
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_dialogBoxRectangle.Width - (_paddingLeft + _paddingRight) * _uiScale,
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_dialogBoxRectangle.Height - (_paddingV * 2) * _uiScale);
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_textboxBackground.Rectangle = _dialogBoxRectangle;
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//_textboxBackgroundSide.Rectangle = new Rectangle(
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// _dialogBoxRectangle.X - 2 * _uiScale,
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// _dialogBoxRectangle.Y, 2 * _uiScale, _dialogBoxRectangle.Height);
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}
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public void StartDialog(string dialogText)
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{
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_openDialog = true;
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Game1.GameManager.SaveManager.SetString("dialogOpen", "1");
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_currentLine = 0;
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_currentLineAddition = MaxLines;
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_currentState = 0;
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_currentDialogCount = 0;
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_textMult = 1;
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_strFullText = SetUpString(dialogText);
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_textOffsetY = CalculateTextOffsetY(_strFullText);
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_strDialog = "";
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_end = false;
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IsOpen = true;
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_running = true;
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_isChoice = false;
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ResetChoice();
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// needs to be called to make sure to freeze the game directly after the dialog was started
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UpdateGameState();
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}
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public void StartChoice(string choiceKey, string choiceText, params string[] choices)
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{
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_openDialog = true;
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Game1.GameManager.SaveManager.SetString("dialogOpen", "1");
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_currentLine = 0;
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_currentLineAddition = MaxLines;
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_currentState = 0;
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_currentDialogCount = 0;
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_textMult = 1;
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_choiceKey = choiceKey;
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_strFullText = SetUpString(choiceText);
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_textOffsetY = CalculateTextOffsetY(_strFullText);
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_choices = choices;
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_strDialog = "";
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_end = false;
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IsOpen = true;
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_running = true;
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_isChoice = true;
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ResetChoice();
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// needs to be called to make sure to freeze the game directly after the dialog was started
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UpdateGameState();
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}
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private void ResetChoice()
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{
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_choicePercentage = 0;
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for (var i = 0; i < _textboxChoice.Length; i++)
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{
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_textboxChoice[i].Percentage = 0;
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_textboxChoice[i].SelectionPercentage = 0;
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_textboxBackgroundChoice[i].BlurColor = Color.Transparent;
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_textboxBackgroundChoice[i].BackgroundColor = Color.Transparent;
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}
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_currentChoiceSelection = 0;
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_textboxChoice[0].SelectionPercentage = 1;
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}
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public string ReplaceKeys(string inputString)
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{
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string outputString = inputString;
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int openIndex;
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int closeIndex;
|
|
|
|
do
|
|
{
|
|
openIndex = inputString.IndexOf('[');
|
|
closeIndex = openIndex + 1;
|
|
if (openIndex != -1)
|
|
{
|
|
closeIndex = inputString.IndexOf(']', closeIndex + 1);
|
|
if (closeIndex != -1)
|
|
{
|
|
var stringKey = inputString.Substring(openIndex + 1, closeIndex - openIndex - 1);
|
|
var value = Game1.GameManager.SaveManager.GetString(stringKey);
|
|
if (value != null)
|
|
{
|
|
inputString = inputString.Remove(openIndex, closeIndex - openIndex + 1);
|
|
inputString = inputString.Insert(openIndex, value);
|
|
}
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
} while (openIndex != -1);
|
|
|
|
return outputString;
|
|
}
|
|
|
|
public string SetUpString(string inputString)
|
|
{
|
|
// put in the players name
|
|
inputString = inputString.Replace("[NAME]", Game1.GameManager.SaveName);
|
|
|
|
inputString = ReplaceKeys(inputString);
|
|
|
|
return SetUpStringSplit(inputString);
|
|
}
|
|
|
|
public int CalculateTextOffsetY(string inputString)
|
|
{
|
|
// center text if \f is used
|
|
var fIndex = inputString.IndexOf('\f', _currentState);
|
|
if (fIndex > 0)
|
|
inputString = inputString.Substring(_currentState, -_currentState + fIndex);
|
|
else
|
|
inputString = inputString.Substring(_currentState);
|
|
|
|
var lineBreaks = inputString.Count(c => c == '\n');
|
|
|
|
if (lineBreaks < 2)
|
|
return ((MaxLines - lineBreaks - 1) * Resources.GameFontHeight) / 2;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
public string SetUpStringSplit(string inputString)
|
|
{
|
|
if (inputString == null)
|
|
return "Error";
|
|
|
|
inputString = inputString.Replace("\\n", "\n");
|
|
inputString = inputString.Replace("\\f", "\f");
|
|
|
|
var outString = "";
|
|
var currentState = 0;
|
|
var lines = 0;
|
|
|
|
while (currentState < inputString.Length)
|
|
{
|
|
lines++;
|
|
var subString = inputString.Substring(currentState, Math.Min(MaxCharacters, inputString.Length - currentState));
|
|
|
|
var indexN = subString.IndexOf('\n');
|
|
var indexF = subString.IndexOf('\f');
|
|
var indexC = subString.IndexOf("{");
|
|
|
|
indexN = indexN == -1 ? 999 : indexN;
|
|
indexF = indexF == -1 ? 999 : indexF;
|
|
indexC = indexC == -1 ? 999 : indexC;
|
|
|
|
// add a new line
|
|
if (indexC != 999 && indexC < indexN && indexC < indexF)
|
|
{
|
|
// finish the line
|
|
if (indexC != 0)
|
|
{
|
|
outString += subString.Substring(0, indexC) + "\n";
|
|
currentState += indexC;
|
|
continue;
|
|
}
|
|
|
|
var closeIndex = subString.IndexOf('}', indexC);
|
|
if (closeIndex != -1)
|
|
{
|
|
var strCenter = subString.Substring(indexC + 1, closeIndex - (indexC + 1));
|
|
for (var i = 0; i < (MaxCharacters - strCenter.Length) / 2; i++)
|
|
outString += " ";
|
|
|
|
outString += strCenter;
|
|
// new line when there is still text and no new textbox
|
|
if (currentState + closeIndex + 1 < inputString.Length &&
|
|
inputString[currentState + closeIndex + 1] != '\f')
|
|
outString += "\n";
|
|
|
|
currentState += closeIndex + 1;
|
|
}
|
|
else
|
|
{
|
|
// this should not happen
|
|
currentState += MaxCharacters;
|
|
outString += subString;
|
|
}
|
|
}
|
|
else if (indexN != 999 && indexN < indexC && indexN < indexF)
|
|
{
|
|
currentState = currentState + indexN + 1;
|
|
outString += subString.Substring(0, indexN + 1);
|
|
}
|
|
// add empty text
|
|
else if (indexF != 999)
|
|
{
|
|
currentState = currentState + indexF + 1;
|
|
outString += subString.Substring(0, indexF) + "\f";
|
|
}
|
|
// finished?
|
|
else if (inputString.Length - currentState <= MaxCharacters)
|
|
{
|
|
outString += subString;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// find a " " to add a line break
|
|
var splitString = false;
|
|
for (var i = 0; i < MaxCharacters; i++)
|
|
{
|
|
if (inputString[currentState + MaxCharacters - i] == ' ')
|
|
{
|
|
splitString = true;
|
|
outString += inputString.Substring(currentState, MaxCharacters - i) + "\n";
|
|
currentState = currentState + MaxCharacters - i + 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!splitString)
|
|
{
|
|
outString += inputString.Substring(currentState, MaxCharacters) + "\n";
|
|
currentState = currentState + MaxCharacters;
|
|
}
|
|
}
|
|
}
|
|
|
|
return outString;
|
|
}
|
|
}
|
|
}
|