Expand description
The glyph look of a dialogue’s text box: a single-line panel with the
speaker’s name on its border, the revealed text (narration dim and
centred), the replies of a choice with the focused one marked, the
question before skipping a scene, and, while a page waits, the key that
goes on and a blinking ▼. While the replies are up the box grows
upward to list them under the line being answered.
Structs§
- BoxPlace
- Where a text box goes on the console. Build it with
BoxPlace::new: a struct literal doesn’t compile outside this crate, so a new field never breaks a game (ADR-0039).
Enums§
- Narration
Align - Where narration (lines nobody says) sits in a text box. More ways may come (ADR-0039).
Functions§
- box_
rect - The box
textis painted in atplace, and its first text row. While the replies are up it grows upward (its bottom stays put) to fit the line being answered, a blank row and one row per reply. - paint
- Paints
textin a box atplace, withspeaker‘s name on its border (none for narration). The replies’ labels are in the player’s language (Ctx::label).