6.6 update

This commit is contained in:
chardub
2025-06-07 08:16:50 -04:00
parent 295a71dbcd
commit a393ba1137
467 changed files with 171196 additions and 36566 deletions

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class Hangup < Exception; end
module RPG
module Cache
def self.debug
t = Time.now
filename = t.strftime("%H %M %S.%L.txt")
File.open("cache_" + filename, "wb") { |f|
@cache.each do |key, value|
if !value
f.write("#{key} (nil)\r\n")
elsif value.disposed?
f.write("#{key} (disposed)\r\n")
else
f.write("#{key} (#{value.refcount}, #{value.width}x#{value.height})\r\n")
end
end
}
end
def self.setKey(key, obj)
@cache[key] = obj
end
def self.fromCache(i)
return nil if !@cache.include?(i)
obj = @cache[i]
return nil if obj && obj.disposed?
return obj
end
def self.need_clearing()
return @cache.size >= 100
end
def self.load_bitmap(folder_name, filename, hue = 0)
path = folder_name + filename
cached = true
ret = fromCache(path)
if !ret
if filename == ""
ret = BitmapWrapper.new(32, 32)
else
ret = BitmapWrapper.new(path)
end
@cache[path] = ret
cached = false
end
if hue == 0
ret.addRef if cached
return ret
end
key = [path, hue]
ret2 = fromCache(key)
if ret2
ret2.addRef
else
ret2 = ret.copy
ret2.hue_change(hue)
@cache[key] = ret2
end
return ret2
end
def self.load_bitmap_path(path, hue = 0)
cached = true
ret = fromCache(path)
if !ret
if path == ""
ret = BitmapWrapper.new(32, 32)
else
ret = BitmapWrapper.new(path)
end
@cache[path] = ret
cached = false
end
if hue == 0
ret.addRef if cached
return ret
end
key = [path, hue]
ret2 = fromCache(key)
if ret2
ret2.addRef
else
ret2 = ret.copy
ret2.hue_change(hue)
@cache[key] = ret2
end
return ret2
end
def self.tileEx(filename, tile_id, hue, width = 1, height = 1)
key = [filename, tile_id, hue, width, height]
ret = fromCache(key)
if ret
ret.addRef
else
ret = BitmapWrapper.new(32 * width, 32 * height)
x = (tile_id - 384) % 8 * 32
y = (((tile_id - 384) / 8) - height + 1) * 32
tileset = yield(filename)
ret.blt(0, 0, tileset, Rect.new(x, y, 32 * width, 32 * height))
tileset.dispose
ret.hue_change(hue) if hue != 0
@cache[key] = ret
end
return ret
end
def self.tile(filename, tile_id, hue)
return self.tileEx(filename, tile_id, hue) { |f| self.tileset(f) }
end
def self.transition(filename)
self.load_bitmap("Graphics/Transitions/", filename)
end
def self.retain(folder_name, filename = "", hue = 0)
path = folder_name + filename
ret = fromCache(path)
if hue > 0
key = [path, hue]
ret2 = fromCache(key)
if ret2
ret2.never_dispose = true
return
end
end
ret.never_dispose = true if ret
end
end
end
class BitmapWrapper < Bitmap
attr_reader :refcount
attr_accessor :never_dispose
def dispose
return if self.disposed?
@refcount -= 1
super if @refcount <= 0 && !never_dispose
end
def initialize(*arg)
super
@refcount = 1
end
def resetRef
@refcount = 1
end
def copy
bm = self.clone
bm.resetRef
return bm
end
def addRef
@refcount += 1
end
end

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module MessageConfig
LIGHT_TEXT_MAIN_COLOR = Color.new(248, 248, 248)
LIGHT_TEXT_SHADOW_COLOR = Color.new(72, 80, 88)
DARK_TEXT_MAIN_COLOR = Color.new(80, 80, 88)
DARK_TEXT_SHADOW_COLOR = Color.new(160, 160, 168)
BLUE_TEXT_MAIN_COLOR = Color.new(35, 130, 200)
BLUE_TEXT_SHADOW_COLOR = Color.new(20, 75, 115)
FONT_NAME = "Power Green"
FONT_SIZE = 29
SMALL_FONT_NAME = "Power Green Small"
SMALL_FONT_SIZE = 25
NARROW_FONT_NAME = "Power Green Narrow"
NARROW_FONT_SIZE = 29
BUBBLE_TEXT_BASE = Color.new(248,248,248)#(72,80,88)#DIALOG
BUBBLE_TEXT_SHADOW= Color.new(166,160,151)
# 0 = Pause cursor is displayed at end of text
# 1 = Pause cursor is displayed at bottom right
# 2 = Pause cursor is displayed at lower middle side
CURSOR_POSITION = 1
WINDOW_OPACITY = 255
TEXT_SPEED = nil # can be positive to wait frames or negative to
# show multiple characters in a single frame
@@systemFrame = nil
@@defaultTextSkin = nil
@@textSpeed = nil
@@systemFont = nil
@@smallFont = nil
@@narrowFont = nil
def self.pbDefaultSystemFrame
if $PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[$PokemonSystem.frame]) || ""
else
return pbResolveBitmap("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[0]) || ""
end
end
def self.pbDefaultSpeechFrame
if $PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/" + Settings::SPEECH_WINDOWSKINS[$PokemonSystem.textskin]) || ""
else
return pbResolveBitmap("Graphics/Windowskins/" + Settings::SPEECH_WINDOWSKINS[0]) || ""
end
end
def self.pbDefaultWindowskin
skin=($data_system) ? $data_system.windowskin_name : nil
if skin && skin!=""
skin=pbResolveBitmap("Graphics/Windowskins/"+skin) || ""
end
skin=pbResolveBitmap("Graphics/System/Window") if nil_or_empty?(skin)
skin=pbResolveBitmap("Graphics/Windowskins/001-Blue01") if nil_or_empty?(skin)
return skin || ""
end
def self.pbGetSystemFrame
if !@@systemFrame
skin=MessageConfig.pbDefaultSystemFrame
skin=MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
@@systemFrame=skin || ""
end
return @@systemFrame
end
def self.pbGetSpeechFrame
if !@@defaultTextSkin
skin=MessageConfig.pbDefaultSpeechFrame
skin=MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
@@defaultTextSkin=skin || ""
end
return @@defaultTextSkin
end
def self.pbSetSystemFrame(value)
@@systemFrame=pbResolveBitmap(value) || ""
end
def self.pbSetSpeechFrame(value)
@@defaultTextSkin=pbResolveBitmap(value) || ""
end
#-----------------------------------------------------------------------------
def self.pbDefaultTextSpeed
return ($PokemonSystem) ? pbSettingToTextSpeed($PokemonSystem.textspeed) : pbSettingToTextSpeed(nil)
end
def self.pbGetTextSpeed
@@textSpeed=pbDefaultTextSpeed if !@@textSpeed
return @@textSpeed
end
def self.pbSetTextSpeed(value)
@@textSpeed=value
end
def self.pbSettingToTextSpeed(speed)
case speed
when 0 then return 1
when 1 then return -3
when 2 then return -999
end
return TEXT_SPEED || 1
end
#-----------------------------------------------------------------------------
def self.pbDefaultSystemFontName
return MessageConfig.pbTryFonts(FONT_NAME)
end
def self.pbDefaultSmallFontName
return MessageConfig.pbTryFonts(SMALL_FONT_NAME)
end
def self.pbDefaultNarrowFontName
return MessageConfig.pbTryFonts(NARROW_FONT_NAME)
end
def self.pbGetSystemFontName
@@systemFont = pbDefaultSystemFontName if !@@systemFont
return @@systemFont
end
def self.pbGetSmallFontName
@@smallFont = pbDefaultSmallFontName if !@@smallFont
return @@smallFont
end
def self.pbGetNarrowFontName
@@narrowFont = pbDefaultNarrowFontName if !@@narrowFont
return @@narrowFont
end
def self.pbSetSystemFontName(value)
@@systemFont = MessageConfig.pbTryFonts(value)
@@systemFont = MessageConfig.pbDefaultSystemFontName if @@systemFont == ""
end
def self.pbSetSmallFontName(value)
@@smallFont = MessageConfig.pbTryFonts(value)
@@smallFont = MessageConfig.pbDefaultSmallFontName if @@smallFont == ""
end
def self.pbSetNarrowFontName(value)
@@narrowFont = MessageConfig.pbTryFonts(value)
@@narrowFont = MessageConfig.pbDefaultNarrowFontName if @@narrowFont == ""
end
def self.pbTryFonts(*args)
for a in args
next if !a
if a.is_a?(String)
return a if Font.exist?(a)
elsif a.is_a?(Array)
for aa in a
ret = MessageConfig.pbTryFonts(aa)
return ret if ret != ""
end
end
end
return ""
end
end
#===============================================================================
# Position a window
#===============================================================================
def pbBottomRight(window)
window.x=Graphics.width-window.width
window.y=Graphics.height-window.height
end
def pbBottomLeft(window)
window.x=0
window.y=Graphics.height-window.height
end
def pbBottomLeftLines(window,lines,width=nil)
window.x=0
window.width=width ? width : Graphics.width
window.height=(window.borderY rescue 32)+lines*32
window.y=Graphics.height-window.height
end
def pbPositionFaceWindow(facewindow,msgwindow)
return if !facewindow
if msgwindow
if facewindow.height<=msgwindow.height
facewindow.y=msgwindow.y
else
facewindow.y=msgwindow.y+msgwindow.height-facewindow.height
end
facewindow.x=Graphics.width-facewindow.width
msgwindow.x=0
msgwindow.width=Graphics.width-facewindow.width
else
facewindow.height=Graphics.height if facewindow.height>Graphics.height
facewindow.x=0
facewindow.y=0
end
end
def pbPositionNearMsgWindow(cmdwindow,msgwindow,side, x_offset=nil,y_offset=nil)
return if !cmdwindow
if msgwindow
height=[cmdwindow.height,Graphics.height-msgwindow.height].min
if cmdwindow.height!=height
cmdwindow.height=height
end
cmdwindow.y=msgwindow.y-cmdwindow.height
if cmdwindow.y<0
cmdwindow.y=msgwindow.y+msgwindow.height
if cmdwindow.y+cmdwindow.height>Graphics.height
cmdwindow.y=msgwindow.y-cmdwindow.height
end
end
case side
when :left
cmdwindow.x=msgwindow.x
when :right
cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
else
cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
end
else
cmdwindow.height=Graphics.height if cmdwindow.height>Graphics.height
cmdwindow.x=0
cmdwindow.y=0
end
cmdwindow.x+= x_offset if x_offset
cmdwindow.y+= y_offset if y_offset
end
# internal function
def pbRepositionMessageWindow(msgwindow, linecount=2)
msgwindow.height=32*linecount+msgwindow.borderY
msgwindow.y=(Graphics.height)-(msgwindow.height)
if $game_system && $game_system.respond_to?("message_position")
case $game_system.message_position
when 0 # up
msgwindow.y=0
when 1 # middle
msgwindow.y=(Graphics.height/2)-(msgwindow.height/2)
when 2
msgwindow.y=(Graphics.height)-(msgwindow.height)
end
end
if $game_system && $game_system.respond_to?("message_frame")
if $game_system.message_frame != 0
msgwindow.opacity = 0
end
end
end
# internal function
def pbUpdateMsgWindowPos(msgwindow,event,eventChanged=false)
if event
if eventChanged
msgwindow.resizeToFit2(msgwindow.text,Graphics.width*2/3,msgwindow.height)
end
msgwindow.y=event.screen_y-48-msgwindow.height
if msgwindow.y<0
msgwindow.y=event.screen_y+24
end
msgwindow.x=event.screen_x-(msgwindow.width/2)
msgwindow.x=0 if msgwindow.x<0
if msgwindow.x>Graphics.width-msgwindow.width
msgwindow.x=Graphics.width-msgwindow.width
end
else
curwidth=msgwindow.width
if curwidth!=Graphics.width
msgwindow.width=Graphics.width
msgwindow.width=Graphics.width
end
end
end
#===============================================================================
# Determine the colour of a background
#===============================================================================
def isDarkBackground(background,rect=nil)
return true if !background || background.disposed?
rect = background.rect if !rect
return true if rect.width<=0 || rect.height<=0
xSeg = (rect.width/16)
xLoop = (xSeg==0) ? 1 : 16
xStart = (xSeg==0) ? rect.x+(rect.width/2) : rect.x+xSeg/2
ySeg = (rect.height/16)
yLoop = (ySeg==0) ? 1 : 16
yStart = (ySeg==0) ? rect.y+(rect.height/2) : rect.y+ySeg/2
count = 0
y = yStart
r = 0; g = 0; b = 0
yLoop.times do
x = xStart
xLoop.times do
clr = background.get_pixel(x,y)
if clr.alpha!=0
r += clr.red
g += clr.green
b += clr.blue
count += 1
end
x += xSeg
end
y += ySeg
end
return true if count==0
r /= count
g /= count
b /= count
return (r*0.299+g*0.587+b*0.114)<160
end
def isDarkWindowskin(windowskin)
if $PokemonTemp.speechbubble_bubble
return false if $PokemonTemp.speechbubble_bubble > 0
end
return true if !windowskin || windowskin.disposed?
if windowskin.width==192 && windowskin.height==128
return isDarkBackground(windowskin,Rect.new(0,0,128,128))
elsif windowskin.width==128 && windowskin.height==128
return isDarkBackground(windowskin,Rect.new(0,0,64,64))
elsif windowskin.width==96 && windowskin.height==48
return isDarkBackground(windowskin,Rect.new(32,16,16,16))
else
clr = windowskin.get_pixel(windowskin.width/2, windowskin.height/2)
return (clr.red*0.299+clr.green*0.587+clr.blue*0.114)<160
end
end
#===============================================================================
# Determine which text colours to use based on the darkness of the background
#===============================================================================
def getSkinColor(windowskin,color,isDarkSkin)
if !windowskin || windowskin.disposed? ||
windowskin.width!=128 || windowskin.height!=128
# Base color, shadow color (these are reversed on dark windowskins)
textcolors = [
"0070F8","78B8E8", # 1 Blue
"E82010","F8A8B8", # 2 Red
"60B048","B0D090", # 3 Green
"48D8D8","A8E0E0", # 4 Cyan
"D038B8","E8A0E0", # 5 Magenta
"E8D020","F8E888", # 6 Yellow
"A0A0A8","D0D0D8", # 7 Grey
"F0F0F8","C8C8D0", # 8 White
"9040E8","B8A8E0", # 9 Purple
"F89818","F8C898", # 10 Orange
colorToRgb32(MessageConfig::DARK_TEXT_MAIN_COLOR),
colorToRgb32(MessageConfig::DARK_TEXT_SHADOW_COLOR), # 11 Dark default
colorToRgb32(MessageConfig::LIGHT_TEXT_MAIN_COLOR),
colorToRgb32(MessageConfig::LIGHT_TEXT_SHADOW_COLOR) # 12 Light default
]
if color==0 || color>textcolors.length/2 # No special colour, use default
if isDarkSkin # Dark background, light text
return shadowc3tag(MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR)
end
# Light background, dark text
return shadowc3tag(MessageConfig::DARK_TEXT_MAIN_COLOR, MessageConfig::DARK_TEXT_SHADOW_COLOR)
end
# Special colour as listed above
if isDarkSkin && color!=12 # Dark background, light text
return sprintf("<c3=%s,%s>",textcolors[2*(color-1)+1],textcolors[2*(color-1)])
end
# Light background, dark text
return sprintf("<c3=%s,%s>",textcolors[2*(color-1)],textcolors[2*(color-1)+1])
else # VX windowskin
color = 0 if color>=32
x = 64 + (color % 8) * 8
y = 96 + (color / 8) * 8
pixel = windowskin.get_pixel(x, y)
return shadowctagFromColor(pixel)
end
end
def getDefaultTextColors(windowskin)
if !windowskin || windowskin.disposed? ||
windowskin.width!=128 || windowskin.height!=128
if isDarkWindowskin(windowskin)
return [MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR] # White
else
return [MessageConfig::DARK_TEXT_MAIN_COLOR, MessageConfig::DARK_TEXT_SHADOW_COLOR] # Dark gray
end
else # VX windowskin
color = windowskin.get_pixel(64, 96)
shadow = nil
isDark = (color.red+color.green+color.blue)/3 < 128
if isDark
shadow = Color.new(color.red+64,color.green+64,color.blue+64)
else
shadow = Color.new(color.red-64,color.green-64,color.blue-64)
end
return [color,shadow]
end
end
#===============================================================================
# Makes sure a bitmap exists
#===============================================================================
def pbDoEnsureBitmap(bitmap,dwidth,dheight)
if !bitmap || bitmap.disposed? || bitmap.width<dwidth || bitmap.height<dheight
oldfont = (bitmap && !bitmap.disposed?) ? bitmap.font : nil
bitmap.dispose if bitmap
bitmap = Bitmap.new([1,dwidth].max,[1,dheight].max)
(oldfont) ? bitmap.font = oldfont : pbSetSystemFont(bitmap)
bitmap.font.shadow = false if bitmap.font && bitmap.font.respond_to?("shadow")
end
return bitmap
end
#===============================================================================
# Set a bitmap's font
#===============================================================================
# Sets a bitmap's font to the system font.
def pbSetSystemFont(bitmap)
bitmap.font.name = MessageConfig.pbGetSystemFontName
bitmap.font.size = MessageConfig::FONT_SIZE
end
# Sets a bitmap's font to the system small font.
def pbSetSmallFont(bitmap)
bitmap.font.name = MessageConfig.pbGetSmallFontName
bitmap.font.size = MessageConfig::SMALL_FONT_SIZE
end
# Sets a bitmap's font to the system narrow font.
def pbSetNarrowFont(bitmap)
bitmap.font.name = MessageConfig.pbGetNarrowFontName
bitmap.font.size = MessageConfig::NARROW_FONT_SIZE
end
#===============================================================================
# Blend colours, set the colour of all bitmaps in a sprite hash
#===============================================================================
def pbAlphaBlend(dstColor,srcColor)
r=(255*(srcColor.red-dstColor.red)/255)+dstColor.red
g=(255*(srcColor.green-dstColor.green)/255)+dstColor.green
b=(255*(srcColor.blue-dstColor.blue)/255)+dstColor.blue
a=(255*(srcColor.alpha-dstColor.alpha)/255)+dstColor.alpha
return Color.new(r,g,b,a)
end
def pbSrcOver(dstColor,srcColor)
er=srcColor.red*srcColor.alpha/255
eg=srcColor.green*srcColor.alpha/255
eb=srcColor.blue*srcColor.alpha/255
iea=255-srcColor.alpha
cr=dstColor.red*dstColor.alpha/255
cg=dstColor.green*dstColor.alpha/255
cb=dstColor.blue*dstColor.alpha/255
ica=255-dstColor.alpha
a=255-(iea*ica)/255
r=(iea*cr)/255+er
g=(iea*cg)/255+eg
b=(iea*cb)/255+eb
r=(a==0) ? 0 : r*255/a
g=(a==0) ? 0 : g*255/a
b=(a==0) ? 0 : b*255/a
return Color.new(r,g,b,a)
end
def pbSetSpritesToColor(sprites,color)
return if !sprites || !color
colors={}
for i in sprites
next if !i[1] || pbDisposed?(i[1])
colors[i[0]]=i[1].color.clone
i[1].color=pbSrcOver(i[1].color,color)
end
Graphics.update
Input.update
for i in colors
next if !sprites[i[0]]
sprites[i[0]].color=i[1]
end
end
#===============================================================================
# Update and dispose sprite hashes
#===============================================================================
def using(window)
begin
yield if block_given?
ensure
window.dispose
end
end
def pbUpdateSpriteHash(windows)
for i in windows
window=i[1]
if window
if window.is_a?(Sprite) || window.is_a?(Window)
window.update if !pbDisposed?(window)
elsif window.is_a?(Plane)
begin
window.update if !window.disposed?
rescue NoMethodError
end
elsif window.respond_to?("update")
begin
window.update
rescue RGSSError
end
end
end
end
end
# Disposes all objects in the specified hash.
def pbDisposeSpriteHash(sprites)
return if !sprites
for i in sprites.keys
pbDisposeSprite(sprites,i)
end
sprites.clear
end
# Disposes the specified graphics object within the specified hash. Basically
# like: sprites[id].dispose
def pbDisposeSprite(sprites,id)
sprite = sprites[id]
sprite.dispose if sprite && !pbDisposed?(sprite)
sprites[id] = nil
end
def pbDisposed?(x)
return true if !x
return x.disposed? if !x.is_a?(Viewport)
begin
x.rect = x.rect
rescue
return true
end
return false
end
#===============================================================================
# Fades and window activations for sprite hashes
#===============================================================================
def pbPushFade
$game_temp.fadestate = [$game_temp.fadestate+1,0].max if $game_temp
end
def pbPopFade
$game_temp.fadestate = [$game_temp.fadestate-1,0].max if $game_temp
end
def pbIsFaded?
return ($game_temp) ? $game_temp.fadestate>0 : false
end
# pbFadeOutIn(z) { block }
# Fades out the screen before a block is run and fades it back in after the
# block exits. z indicates the z-coordinate of the viewport used for this effect
def pbFadeOutIn(z=99999,nofadeout=false)
col=Color.new(0,0,0,0)
viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
viewport.z=z
numFrames = (Graphics.frame_rate*Settings::FADEOUT_SPEED).floor
alphaDiff = (255.0/numFrames).ceil
for j in 0..numFrames
col.set(0,0,0,j*alphaDiff)
viewport.color=col
Graphics.update
Input.update
end
pbPushFade
begin
yield if block_given?
ensure
pbPopFade
if !nofadeout
for j in 0..numFrames
col.set(0,0,0,(numFrames-j)*alphaDiff)
viewport.color=col
Graphics.update
Input.update
end
end
viewport.dispose
end
end
def pbFadeOutInWithUpdate(z,sprites,nofadeout=false)
col=Color.new(0,0,0,0)
viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
viewport.z=z
numFrames = (Graphics.frame_rate*Settings::FADEOUT_SPEED).floor
alphaDiff = (255.0/numFrames).ceil
for j in 0..numFrames
col.set(0,0,0,j*alphaDiff)
viewport.color=col
pbUpdateSpriteHash(sprites)
Graphics.update
Input.update
end
pbPushFade
begin
yield if block_given?
ensure
pbPopFade
if !nofadeout
for j in 0..numFrames
col.set(0,0,0,(numFrames-j)*alphaDiff)
viewport.color=col
pbUpdateSpriteHash(sprites)
Graphics.update
Input.update
end
end
viewport.dispose
end
end
# Similar to pbFadeOutIn, but pauses the music as it fades out.
# Requires scripts "Audio" (for bgm_pause) and "SpriteWindow" (for pbFadeOutIn).
def pbFadeOutInWithMusic(zViewport=99999)
playingBGS = $game_system.getPlayingBGS
playingBGM = $game_system.getPlayingBGM
$game_system.bgm_pause(1.0)
$game_system.bgs_pause(1.0)
pos = $game_system.bgm_position
pbFadeOutIn(zViewport) {
yield
$game_system.bgm_position = pos
$game_system.bgm_resume(playingBGM)
$game_system.bgs_resume(playingBGS)
}
end
def pbFadeOutAndHide(sprites)
visiblesprites = {}
numFrames = (Graphics.frame_rate*Settings::FADEOUT_SPEED).floor
alphaDiff = (255.0/numFrames).ceil
pbDeactivateWindows(sprites) {
for j in 0..numFrames
pbSetSpritesToColor(sprites,Color.new(0,0,0,j*alphaDiff))
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
end
}
for i in sprites
next if !i[1]
next if pbDisposed?(i[1])
visiblesprites[i[0]] = true if i[1].visible
i[1].visible = false
end
return visiblesprites
end
def pbFadeInAndShow(sprites,visiblesprites=nil)
if visiblesprites
for i in visiblesprites
if i[1] && sprites[i[0]] && !pbDisposed?(sprites[i[0]])
sprites[i[0]].visible = true
end
end
end
numFrames = (Graphics.frame_rate*Settings::FADEOUT_SPEED).floor
alphaDiff = (255.0/numFrames).ceil
pbDeactivateWindows(sprites) {
for j in 0..numFrames
pbSetSpritesToColor(sprites,Color.new(0,0,0,((numFrames-j)*alphaDiff)))
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
end
}
end
# Restores which windows are active for the given sprite hash.
# _activeStatuses_ is the result of a previous call to pbActivateWindows
def pbRestoreActivations(sprites,activeStatuses)
return if !sprites || !activeStatuses
for k in activeStatuses.keys
if sprites[k] && sprites[k].is_a?(Window) && !pbDisposed?(sprites[k])
sprites[k].active=activeStatuses[k] ? true : false
end
end
end
# Deactivates all windows. If a code block is given, deactivates all windows,
# runs the code in the block, and reactivates them.
def pbDeactivateWindows(sprites)
if block_given?
pbActivateWindow(sprites,nil) { yield }
else
pbActivateWindow(sprites,nil)
end
end
# Activates a specific window of a sprite hash. _key_ is the key of the window
# in the sprite hash. If a code block is given, deactivates all windows except
# the specified window, runs the code in the block, and reactivates them.
def pbActivateWindow(sprites,key)
return if !sprites
activeStatuses={}
for i in sprites
if i[1] && i[1].is_a?(Window) && !pbDisposed?(i[1])
activeStatuses[i[0]]=i[1].active
i[1].active=(i[0]==key)
end
end
if block_given?
begin
yield
ensure
pbRestoreActivations(sprites,activeStatuses)
end
return {}
else
return activeStatuses
end
end
#===============================================================================
# Create background planes for a sprite hash
#===============================================================================
# Adds a background to the sprite hash.
# _planename_ is the hash key of the background.
# _background_ is a filename within the Graphics/Pictures/ folder and can be
# an animated image.
# _viewport_ is a viewport to place the background in.
def addBackgroundPlane(sprites,planename,background,viewport=nil)
sprites[planename]=AnimatedPlane.new(viewport)
bitmapName=pbResolveBitmap("Graphics/Pictures/#{background}")
if bitmapName==nil
# Plane should exist in any case
sprites[planename].bitmap=nil
sprites[planename].visible=false
else
sprites[planename].setBitmap(bitmapName)
for spr in sprites.values
if spr.is_a?(Window)
spr.windowskin=nil
end
end
end
end
# Adds a background to the sprite hash.
# _planename_ is the hash key of the background.
# _background_ is a filename within the Graphics/Pictures/ folder and can be
# an animated image.
# _color_ is the color to use if the background can't be found.
# _viewport_ is a viewport to place the background in.
def addBackgroundOrColoredPlane(sprites,planename,background,color,viewport=nil)
bitmapName=pbResolveBitmap("Graphics/Pictures/#{background}")
if bitmapName==nil
# Plane should exist in any case
sprites[planename]=ColoredPlane.new(color,@viewport)
else
sprites[planename]=AnimatedPlane.new(viewport)
sprites[planename].setBitmap(bitmapName)
for spr in sprites.values
if spr.is_a?(Window)
spr.windowskin=nil
end
end
end
end
#===============================================================================
# Ensure required method definitions
#===============================================================================
module Graphics
if !self.respond_to?("width")
def self.width; return 640; end
end
if !self.respond_to?("height")
def self.height; return 480; end
end
end
if !defined?(_INTL)
def _INTL(*args)
string=args[0].clone
for i in 1...args.length
string.gsub!(/\{#{i}\}/,"#{args[i]}")
end
return string
end
end
if !defined?(_ISPRINTF)
def _ISPRINTF(*args)
string=args[0].clone
for i in 1...args.length
string.gsub!(/\{#{i}\:([^\}]+?)\}/) { |m|
next sprintf("%"+$1,args[i])
}
end
return string
end
end
if !defined?(_MAPINTL)
def _MAPINTL(*args)
string=args[1].clone
for i in 2...args.length
string.gsub!(/\{#{i}\}/,"#{args[i+1]}")
end
return string
end
end

View File

@@ -0,0 +1,604 @@
class WindowCursorRect < Rect
def initialize(window)
super(0, 0, 0, 0)
@window = window
end
def empty
return unless needs_update?(0, 0, 0, 0)
set(0, 0, 0, 0)
end
def empty?
return self.x == 0 && self.y == 0 && self.width == 0 && self.height == 0
end
def set(x, y, width, height)
return unless needs_update?(x, y, width, height)
super(x, y, width, height)
@window.width = @window.width
end
def height=(value)
super(value)
@window.width = @window.width
end
def width=(value)
super(value)
@window.width = @window.width
end
def x=(value)
super(value)
@window.width = @window.width
end
def y=(value)
super(value)
@window.width = @window.width
end
private
def needs_update?(x, y, width, height)
return self.x != x || self.y != y || self.width != width || self.height != height
end
end
class Window
attr_reader :tone
attr_reader :color
attr_reader :blend_type
attr_reader :contents_blend_type
attr_reader :viewport
attr_reader :contents
attr_reader :ox
attr_reader :oy
attr_reader :x
attr_reader :y
attr_reader :z
attr_reader :width
attr_reader :active
attr_reader :pause
attr_reader :height
attr_reader :opacity
attr_reader :back_opacity
attr_reader :contents_opacity
attr_reader :visible
attr_reader :cursor_rect
attr_reader :openness
attr_reader :stretch
def windowskin
@_windowskin
end
def initialize(viewport=nil)
@sprites={}
@spritekeys=[
"back",
"corner0","side0","scroll0",
"corner1","side1","scroll1",
"corner2","side2","scroll2",
"corner3","side3","scroll3",
"cursor","contents","pause"
]
@sidebitmaps=[nil,nil,nil,nil]
@cursorbitmap=nil
@bgbitmap=nil
@viewport=viewport
for i in @spritekeys
@sprites[i]=Sprite.new(@viewport)
end
@disposed=false
@tone=Tone.new(0,0,0)
@color=Color.new(0,0,0,0)
@blankcontents=Bitmap.new(1,1) # RGSS2 requires this
@contents=@blankcontents
@_windowskin=nil
@rpgvx=false # Set to true to emulate RPGVX windows
@x=0
@y=0
@width=0
@openness=255
@height=0
@ox=0
@oy=0
@z=0
@stretch=true
@visible=true
@active=true
@blend_type=0
@contents_blend_type=0
@opacity=255
@back_opacity=255
@contents_opacity=255
@cursor_rect=WindowCursorRect.new(self)
@cursorblink=0
@cursoropacity=255
@pause=false
@pauseopacity=255
@pauseframe=0
privRefresh(true)
end
def dispose
if !self.disposed?
for i in @sprites
i[1].dispose if i[1]
@sprites[i[0]]=nil
end
for i in 0...@sidebitmaps.length
@sidebitmaps[i].dispose if @sidebitmaps[i]
@sidebitmaps[i]=nil
end
@blankcontents.dispose
@cursorbitmap.dispose if @cursorbitmap
@backbitmap.dispose if @backbitmap
@sprites.clear
@sidebitmaps.clear
@_windowskin=nil
@_contents=nil
@disposed=true
end
end
def openness=(value)
@openness=value
@openness=0 if @openness<0
@openness=255 if @openness>255
privRefresh
end
def stretch=(value)
@stretch=value
privRefresh(true)
end
def visible=(value)
@visible=value
privRefresh
end
def viewport=(value)
@viewport=value
for i in @spritekeys
@sprites[i].dispose
if @sprites[i].is_a?(Sprite)
@sprites[i]=Sprite.new(@viewport)
else
@sprites[i]=nil
end
end
privRefresh(true)
end
def z=(value)
@z=value
privRefresh
end
def disposed?
return @disposed
end
def contents=(value)
@contents=value
privRefresh
end
def windowskin=(value)
@_windowskin=value
if value && value.is_a?(Bitmap) && !value.disposed? && value.width==128
@rpgvx=true
else
@rpgvx=false
end
privRefresh(true)
end
def ox=(value)
@ox=value
privRefresh
end
def active=(value)
@active=value
privRefresh(true)
end
def cursor_rect=(value)
if !value
@cursor_rect.empty
else
@cursor_rect.set(value.x,value.y,value.width,value.height)
end
end
def oy=(value)
@oy=value
privRefresh
end
def width=(value)
@width=value
privRefresh(true)
end
def height=(value)
@height=value
privRefresh(true)
end
def pause=(value)
@pause=value
@pauseopacity=0 if !value
privRefresh
end
def x=(value)
@x=value
privRefresh
end
def y=(value)
@y=value
privRefresh
end
def opacity=(value)
@opacity=value
@opacity=0 if @opacity<0
@opacity=255 if @opacity>255
privRefresh
end
def back_opacity=(value)
@back_opacity=value
@back_opacity=0 if @back_opacity<0
@back_opacity=255 if @back_opacity>255
privRefresh
end
def contents_opacity=(value)
@contents_opacity=value
@contents_opacity=0 if @contents_opacity<0
@contents_opacity=255 if @contents_opacity>255
privRefresh
end
def tone=(value)
@tone=value
privRefresh
end
def color=(value)
@color=value
privRefresh
end
def blend_type=(value)
@blend_type=value
privRefresh
end
def flash(color,duration)
return if disposed?
for i in @sprites
i[1].flash(color,duration)
end
end
def update
return if disposed?
mustchange=false
if @active
if @cursorblink==0
@cursoropacity-=8
@cursorblink=1 if @cursoropacity<=128
else
@cursoropacity+=8
@cursorblink=0 if @cursoropacity>=255
end
mustchange=true if !@cursor_rect.empty?
else
mustchange=true if @cursoropacity!=128
@cursoropacity=128
end
if @pause
@pauseframe=(Graphics.frame_count / 8) % 4
@pauseopacity=[@pauseopacity+64,255].min
mustchange=true
end
privRefresh if mustchange
for i in @sprites
i[1].update
end
end
private
def ensureBitmap(bitmap,dwidth,dheight)
if !bitmap||bitmap.disposed?||bitmap.width<dwidth||bitmap.height<dheight
bitmap.dispose if bitmap
bitmap=Bitmap.new([1,dwidth].max,[1,dheight].max)
end
return bitmap
end
def tileBitmap(dstbitmap,dstrect,srcbitmap,srcrect)
return if !srcbitmap || srcbitmap.disposed?
left=dstrect.x
top=dstrect.y
y=0;loop do break unless y<dstrect.height
x=0;loop do break unless x<dstrect.width
dstbitmap.blt(x+left,y+top,srcbitmap,srcrect)
x+=srcrect.width
end
y+=srcrect.height
end
end
def privRefresh(changeBitmap=false)
return if self.disposed?
backopac=self.back_opacity*self.opacity/255
contopac=self.contents_opacity
cursoropac=@cursoropacity*contopac/255
for i in 0...4
@sprites["corner#{i}"].bitmap=@_windowskin
@sprites["scroll#{i}"].bitmap=@_windowskin
end
@sprites["pause"].bitmap=@_windowskin
@sprites["contents"].bitmap=@contents
if @_windowskin && !@_windowskin.disposed?
for i in 0...4
@sprites["corner#{i}"].opacity=@opacity
@sprites["corner#{i}"].tone=@tone
@sprites["corner#{i}"].color=@color
@sprites["corner#{i}"].blend_type=@blend_type
@sprites["corner#{i}"].visible=@visible
@sprites["side#{i}"].opacity=@opacity
@sprites["side#{i}"].tone=@tone
@sprites["side#{i}"].color=@color
@sprites["side#{i}"].blend_type=@blend_type
@sprites["side#{i}"].visible=@visible
@sprites["scroll#{i}"].opacity=@opacity
@sprites["scroll#{i}"].tone=@tone
@sprites["scroll#{i}"].blend_type=@blend_type
@sprites["scroll#{i}"].color=@color
@sprites["scroll#{i}"].visible=@visible
end
for i in ["back","cursor","pause","contents"]
@sprites[i].color=@color
@sprites[i].tone=@tone
@sprites[i].blend_type=@blend_type
end
@sprites["contents"].blend_type=@contents_blend_type
@sprites["back"].opacity=backopac
@sprites["contents"].opacity=contopac
@sprites["cursor"].opacity=cursoropac
@sprites["pause"].opacity=@pauseopacity
@sprites["back"].visible=@visible
@sprites["contents"].visible=@visible && @openness==255
@sprites["pause"].visible=@visible && @pause
@sprites["cursor"].visible=@visible && @openness==255
hascontents=(@contents && !@contents.disposed?)
@sprites["scroll0"].visible = @visible && hascontents && @oy > 0
@sprites["scroll1"].visible = @visible && hascontents && @ox > 0
@sprites["scroll2"].visible = @visible && hascontents &&
(@contents.width - @ox) > @width-32
@sprites["scroll3"].visible = @visible && hascontents &&
(@contents.height - @oy) > @height-32
else
for i in 0...4
@sprites["corner#{i}"].visible=false
@sprites["side#{i}"].visible=false
@sprites["scroll#{i}"].visible=false
end
@sprites["contents"].visible=@visible && @openness==255
@sprites["contents"].color=@color
@sprites["contents"].tone=@tone
@sprites["contents"].blend_type=@contents_blend_type
@sprites["contents"].opacity=contopac
@sprites["back"].visible=false
@sprites["pause"].visible=false
@sprites["cursor"].visible=false
end
for i in @sprites
i[1].z=@z
end
if @rpgvx
@sprites["cursor"].z=@z # For Compatibility
@sprites["contents"].z=@z # For Compatibility
@sprites["pause"].z=@z # For Compatibility
else
@sprites["cursor"].z=@z+1 # For Compatibility
@sprites["contents"].z=@z+2 # For Compatibility
@sprites["pause"].z=@z+2 # For Compatibility
end
if @rpgvx
trimX=64
trimY=0
backRect=Rect.new(0,0,64,64)
blindsRect=Rect.new(0,64,64,64)
else
trimX=128
trimY=0
backRect=Rect.new(0,0,128,128)
blindsRect=nil
end
@sprites["corner0"].src_rect.set(trimX,trimY+0,16,16);
@sprites["corner1"].src_rect.set(trimX+48,trimY+0,16,16);
@sprites["corner2"].src_rect.set(trimX,trimY+48,16,16);
@sprites["corner3"].src_rect.set(trimX+48,trimY+48,16,16);
@sprites["scroll0"].src_rect.set(trimX+24, trimY+16, 16, 8) # up
@sprites["scroll3"].src_rect.set(trimX+24, trimY+40, 16, 8) # down
@sprites["scroll1"].src_rect.set(trimX+16, trimY+24, 8, 16) # left
@sprites["scroll2"].src_rect.set(trimX+40, trimY+24, 8, 16) # right
cursorX=trimX
cursorY=trimY+64
sideRects=[
Rect.new(trimX+16,trimY+0,32,16),
Rect.new(trimX,trimY+16,16,32),
Rect.new(trimX+48,trimY+16,16,32),
Rect.new(trimX+16,trimY+48,32,16)
]
if @width>32 && @height>32
@sprites["contents"].src_rect.set(@ox,@oy,@width-32,@height-32)
else
@sprites["contents"].src_rect.set(0,0,0,0)
end
pauseRects=[
trimX+32,trimY+64,
trimX+48,trimY+64,
trimX+32,trimY+80,
trimX+48,trimY+80,
]
pauseWidth=16
pauseHeight=16
@sprites["pause"].src_rect.set(
pauseRects[@pauseframe*2],
pauseRects[@pauseframe*2+1],
pauseWidth,pauseHeight
)
@sprites["pause"].x=@x+(@width/2)-(pauseWidth/2)
@sprites["pause"].y=@y+@height-16 # 16 refers to skin margin
@sprites["contents"].x=@x+16
@sprites["contents"].y=@y+16
@sprites["corner0"].x=@x
@sprites["corner0"].y=@y
@sprites["corner1"].x=@x+@width-16
@sprites["corner1"].y=@y
@sprites["corner2"].x=@x
@sprites["corner2"].y=@y+@height-16
@sprites["corner3"].x=@x+@width-16
@sprites["corner3"].y=@y+@height-16
@sprites["side0"].x=@x+16
@sprites["side0"].y=@y
@sprites["side1"].x=@x
@sprites["side1"].y=@y+16
@sprites["side2"].x=@x+@width-16
@sprites["side2"].y=@y+16
@sprites["side3"].x=@x+16
@sprites["side3"].y=@y+@height-16
@sprites["scroll0"].x = @x+@width / 2 - 8
@sprites["scroll0"].y = @y+8
@sprites["scroll1"].x = @x+8
@sprites["scroll1"].y = @y+@height / 2 - 8
@sprites["scroll2"].x = @x+@width - 16
@sprites["scroll2"].y = @y+@height / 2 - 8
@sprites["scroll3"].x = @x+@width / 2 - 8
@sprites["scroll3"].y = @y+@height - 16
@sprites["back"].x=@x+2
@sprites["back"].y=@y+2
@sprites["cursor"].x=@x+16+@cursor_rect.x
@sprites["cursor"].y=@y+16+@cursor_rect.y
if changeBitmap && @_windowskin && !@_windowskin.disposed?
width=@cursor_rect.width
height=@cursor_rect.height
if width > 0 && height > 0
cursorrects=[
# sides
Rect.new(cursorX+2, cursorY+0, 28, 2),
Rect.new(cursorX+0, cursorY+2, 2, 28),
Rect.new(cursorX+30, cursorY+2, 2, 28),
Rect.new(cursorX+2, cursorY+30, 28, 2),
# corners
Rect.new(cursorX+0, cursorY+0, 2, 2),
Rect.new(cursorX+30, cursorY+0, 2, 2),
Rect.new(cursorX+0, cursorY+30, 2, 2),
Rect.new(cursorX+30, cursorY+30, 2, 2),
# back
Rect.new(cursorX+2, cursorY+2, 28, 28)
]
margin=2
fullmargin=4
@cursorbitmap = ensureBitmap(@cursorbitmap, width, height)
@cursorbitmap.clear
@sprites["cursor"].bitmap=@cursorbitmap
@sprites["cursor"].src_rect.set(0,0,width,height)
rect = Rect.new(margin,margin,
width - fullmargin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[8])
@cursorbitmap.blt(0, 0, @_windowskin, cursorrects[4])# top left
@cursorbitmap.blt(width-margin, 0, @_windowskin, cursorrects[5]) # top right
@cursorbitmap.blt(0, height-margin, @_windowskin, cursorrects[6]) # bottom right
@cursorbitmap.blt(width-margin, height-margin, @_windowskin, cursorrects[7]) # bottom left
rect = Rect.new(margin, 0,
width - fullmargin, margin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[0])
rect = Rect.new(0, margin,
margin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[1])
rect = Rect.new(width - margin, margin,
margin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[2])
rect = Rect.new(margin, height-margin,
width - fullmargin, margin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[3])
else
@sprites["cursor"].visible=false
@sprites["cursor"].src_rect.set(0,0,0,0)
end
for i in 0...4
dwidth = (i==0 || i==3) ? @width-32 : 16
dheight = (i==0 || i==3) ? 16 : @height-32
@sidebitmaps[i]=ensureBitmap(@sidebitmaps[i],dwidth,dheight)
@sprites["side#{i}"].bitmap=@sidebitmaps[i]
@sprites["side#{i}"].src_rect.set(0,0,dwidth,dheight)
@sidebitmaps[i].clear
if sideRects[i].width>0 && sideRects[i].height>0
@sidebitmaps[i].stretch_blt(@sprites["side#{i}"].src_rect,
@_windowskin,sideRects[i])
end
end
backwidth=@width-4
backheight=@height-4
if backwidth>0 && backheight>0
@backbitmap=ensureBitmap(@backbitmap,backwidth,backheight)
@sprites["back"].bitmap=@backbitmap
@sprites["back"].src_rect.set(0,0,backwidth,backheight)
@backbitmap.clear
if @stretch
@backbitmap.stretch_blt(@sprites["back"].src_rect,@_windowskin,backRect)
else
tileBitmap(@backbitmap,@sprites["back"].src_rect,@_windowskin,backRect)
end
if blindsRect
tileBitmap(@backbitmap,@sprites["back"].src_rect,@_windowskin,blindsRect)
end
else
@sprites["back"].visible=false
@sprites["back"].src_rect.set(0,0,0,0)
end
end
if @openness!=255
opn=@openness/255.0
for k in @spritekeys
sprite=@sprites[k]
ratio=(@height<=0) ? 0 : (sprite.y-@y)*1.0/@height
sprite.zoom_y=opn
sprite.oy=0
sprite.y=(@y+(@height/2.0)+(@height*ratio*opn)-(@height/2*opn)).floor
end
else
for k in @spritekeys
sprite=@sprites[k]
sprite.zoom_y=1.0
end
end
i=0
# Ensure Z order
for k in @spritekeys
sprite=@sprites[k]
y=sprite.y
sprite.y=i
sprite.oy=(sprite.zoom_y<=0) ? 0 : (i-y)/sprite.zoom_y
end
end
end

View File

@@ -0,0 +1,936 @@
#===============================================================================
# SpriteWindow is a class based on Window which emulates Window's functionality.
# This class is necessary in order to change the viewport of windows (with
# viewport=) and to make windows fade in and out (with tone=).
#===============================================================================
class SpriteWindow < Window
attr_reader :tone
attr_reader :color
attr_reader :viewport
attr_reader :contents
attr_reader :ox
attr_reader :oy
attr_reader :x
attr_reader :y
attr_reader :z
attr_reader :zoom_x
attr_reader :zoom_y
attr_reader :offset_x
attr_reader :offset_y
attr_reader :width
attr_reader :active
attr_reader :pause
attr_reader :height
attr_reader :opacity
attr_reader :back_opacity
attr_reader :contents_opacity
attr_reader :visible
attr_reader :cursor_rect
attr_reader :contents_blend_type
attr_reader :blend_type
attr_reader :openness
def windowskin
@_windowskin
end
# Flags used to preserve compatibility
# with RGSS/RGSS2's version of Window
module CompatBits
CorrectZ = 1
ExpandBack = 2
ShowScrollArrows = 4
StretchSides = 8
ShowPause = 16
ShowCursor = 32
end
attr_reader :compat
def compat=(value)
@compat=value
privRefresh(true)
end
def initialize(viewport=nil)
@sprites={}
@spritekeys=[
"back",
"corner0","side0","scroll0",
"corner1","side1","scroll1",
"corner2","side2","scroll2",
"corner3","side3","scroll3",
"cursor","contents","pause"
]
@viewport=viewport
@sidebitmaps=[nil,nil,nil,nil]
@cursorbitmap=nil
@bgbitmap=nil
for i in @spritekeys
@sprites[i]=Sprite.new(@viewport)
end
@disposed=false
@tone=Tone.new(0,0,0)
@color=Color.new(0,0,0,0)
@blankcontents=Bitmap.new(1,1) # RGSS2 requires this
@contents=@blankcontents
@_windowskin=nil
@rpgvx=false
@compat=CompatBits::ExpandBack|CompatBits::StretchSides
@x=0
@y=0
@width=0
@height=0
@offset_x=0
@offset_y=0
@zoom_x=1.0
@zoom_y=1.0
@ox=0
@oy=0
@z=0
@stretch=true
@visible=true
@active=true
@openness=255
@opacity=255
@back_opacity=255
@blend_type=0
@contents_blend_type=0
@contents_opacity=255
@cursor_rect=WindowCursorRect.new(self)
@cursorblink=0
@cursoropacity=255
@pause=false
@pauseframe=0
@flash=0
@pauseopacity=0
@skinformat=0
@skinrect=Rect.new(0,0,0,0)
@trim=[16,16,16,16]
privRefresh(true)
end
def dispose
if !self.disposed?
for i in @sprites
i[1].dispose if i[1]
@sprites[i[0]]=nil
end
for i in 0...@sidebitmaps.length
@sidebitmaps[i].dispose if @sidebitmaps[i]
@sidebitmaps[i]=nil
end
@blankcontents.dispose
@cursorbitmap.dispose if @cursorbitmap
@backbitmap.dispose if @backbitmap
@sprites.clear
@sidebitmaps.clear
@_windowskin=nil
@disposed=true
end
end
def stretch=(value)
@stretch=value
privRefresh(true)
end
def visible=(value)
@visible=value
privRefresh
end
def viewport=(value)
@viewport=value
for i in @spritekeys
@sprites[i].dispose if @sprites[i]
end
for i in @spritekeys
if @sprites[i].is_a?(Sprite)
@sprites[i]=Sprite.new(@viewport)
else
@sprites[i]=nil
end
end
privRefresh(true)
end
def z=(value)
@z=value
privRefresh
end
def disposed?
return @disposed
end
def contents=(value)
if @contents!=value
@contents=value
privRefresh if @visible
end
end
def ox=(value)
if @ox!=value
@ox=value
privRefresh if @visible
end
end
def oy=(value)
if @oy!=value
@oy=value
privRefresh if @visible
end
end
def active=(value)
@active=value
privRefresh(true)
end
def cursor_rect=(value)
if !value
@cursor_rect.empty
else
@cursor_rect.set(value.x,value.y,value.width,value.height)
end
end
def openness=(value)
@openness=value
@openness=0 if @openness<0
@openness=255 if @openness>255
privRefresh
end
def width=(value)
@width=value
privRefresh(true)
end
def height=(value)
@height=value
privRefresh(true)
end
def pause=(value)
@pause=value
@pauseopacity=0 if !value
privRefresh if @visible
end
def x=(value)
@x=value
privRefresh if @visible
end
def y=(value)
@y=value
privRefresh if @visible
end
def zoom_x=(value)
@zoom_x=value
privRefresh if @visible
end
def zoom_y=(value)
@zoom_y=value
privRefresh if @visible
end
def offset_x=(value)
@x=value
privRefresh if @visible
end
def offset_y=(value)
@y=value
privRefresh if @visible
end
def opacity=(value)
@opacity=value
@opacity=0 if @opacity<0
@opacity=255 if @opacity>255
privRefresh if @visible
end
def back_opacity=(value)
@back_opacity=value
@back_opacity=0 if @back_opacity<0
@back_opacity=255 if @back_opacity>255
privRefresh if @visible
end
def contents_opacity=(value)
@contents_opacity=value
@contents_opacity=0 if @contents_opacity<0
@contents_opacity=255 if @contents_opacity>255
privRefresh if @visible
end
def tone=(value)
@tone=value
privRefresh if @visible
end
def color=(value)
@color=value
privRefresh if @visible
end
def blend_type=(value)
@blend_type=value
privRefresh if @visible
end
def flash(color,duration)
return if disposed?
@flash=duration+1
for i in @sprites
i[1].flash(color,duration)
end
end
def update
return if disposed?
mustchange=false
if @active
if @cursorblink==0
@cursoropacity-=8
@cursorblink=1 if @cursoropacity<=128
else
@cursoropacity+=8
@cursorblink=0 if @cursoropacity>=255
end
privRefreshCursor
else
@cursoropacity=128
privRefreshCursor
end
if @pause
oldpauseframe=@pauseframe
oldpauseopacity=@pauseopacity
@pauseframe=(Graphics.frame_count / 8) % 4
@pauseopacity=[@pauseopacity+64,255].min
mustchange=@pauseframe!=oldpauseframe || @pauseopacity!=oldpauseopacity
end
privRefresh if mustchange
if @flash>0
for i in @sprites.values
i.update
end
@flash-=1
end
end
#############
attr_reader :skinformat
attr_reader :skinrect
def loadSkinFile(_file)
if (self.windowskin.width==80 || self.windowskin.width==96) &&
self.windowskin.height==48
# Body = X, Y, width, height of body rectangle within windowskin
@skinrect.set(32,16,16,16)
# Trim = X, Y, width, height of trim rectangle within windowskin
@trim=[32,16,16,16]
elsif self.windowskin.width==80 && self.windowskin.height==80
@skinrect.set(32,32,16,16)
@trim=[32,16,16,48]
end
end
def windowskin=(value)
oldSkinWidth=(@_windowskin && !@_windowskin.disposed?) ? @_windowskin.width : -1
oldSkinHeight=(@_windowskin && !@_windowskin.disposed?) ? @_windowskin.height : -1
@_windowskin=value
if @skinformat==1
@rpgvx=false
if @_windowskin && !@_windowskin.disposed?
if @_windowskin.width!=oldSkinWidth || @_windowskin.height!=oldSkinHeight
# Update skinrect and trim if windowskin's dimensions have changed
@skinrect.set((@_windowskin.width-16)/2,(@_windowskin.height-16)/2,16,16)
@trim=[@skinrect.x,@skinrect.y,@skinrect.x,@skinrect.y]
end
else
@skinrect.set(16,16,16,16)
@trim=[16,16,16,16]
end
else
if value && value.is_a?(Bitmap) && !value.disposed? && value.width==128
@rpgvx=true
else
@rpgvx=false
end
@trim=[16,16,16,16]
end
privRefresh(true)
end
def skinrect=(value)
@skinrect=value
privRefresh
end
def skinformat=(value)
if @skinformat!=value
@skinformat=value
privRefresh(true)
end
end
def borderX
return 32 if !@trim || skinformat==0
if @_windowskin && !@_windowskin.disposed?
return @trim[0]+(@_windowskin.width-@trim[2]-@trim[0])
end
return 32
end
def borderY
return 32 if !@trim || skinformat==0
if @_windowskin && !@_windowskin.disposed?
return @trim[1]+(@_windowskin.height-@trim[3]-@trim[1])
end
return 32
end
def leftEdge; self.startX; end
def topEdge; self.startY; end
def rightEdge; self.borderX-self.leftEdge; end
def bottomEdge; self.borderY-self.topEdge; end
def startX
return !@trim || skinformat==0 ? 16 : @trim[0]
end
def startY
return !@trim || skinformat==0 ? 16 : @trim[1]
end
def endX
return !@trim || skinformat==0 ? 16 : @trim[2]
end
def endY
return !@trim || skinformat==0 ? 16 : @trim[3]
end
def startX=(value)
@trim[0]=value
privRefresh
end
def startY=(value)
@trim[1]=value
privRefresh
end
def endX=(value)
@trim[2]=value
privRefresh
end
def endY=(value)
@trim[3]=value
privRefresh
end
#############
private
def ensureBitmap(bitmap,dwidth,dheight)
if !bitmap||bitmap.disposed?||bitmap.width<dwidth||bitmap.height<dheight
bitmap.dispose if bitmap
bitmap=Bitmap.new([1,dwidth].max,[1,dheight].max)
end
return bitmap
end
def tileBitmap(dstbitmap,dstrect,srcbitmap,srcrect)
return if !srcbitmap || srcbitmap.disposed?
left=dstrect.x
top=dstrect.y
y=0;loop do break unless y<dstrect.height
x=0;loop do break unless x<dstrect.width
dstbitmap.blt(x+left,y+top,srcbitmap,srcrect)
x+=srcrect.width
end
y+=srcrect.height
end
end
def privRefreshCursor
contopac=self.contents_opacity
cursoropac=@cursoropacity*contopac/255
@sprites["cursor"].opacity=cursoropac
end
def privRefresh(changeBitmap=false)
return if !self || self.disposed?
backopac=self.back_opacity*self.opacity/255
contopac=self.contents_opacity
cursoropac=@cursoropacity*contopac/255
haveskin=@_windowskin && !@_windowskin.disposed?
for i in 0...4
@sprites["corner#{i}"].bitmap=@_windowskin
@sprites["scroll#{i}"].bitmap=@_windowskin
end
@sprites["pause"].bitmap=@_windowskin
@sprites["contents"].bitmap=@contents
if haveskin
for i in 0...4
@sprites["corner#{i}"].opacity=@opacity
@sprites["corner#{i}"].tone=@tone
@sprites["corner#{i}"].color=@color
@sprites["corner#{i}"].visible=@visible
@sprites["corner#{i}"].blend_type=@blend_type
@sprites["side#{i}"].opacity=@opacity
@sprites["side#{i}"].tone=@tone
@sprites["side#{i}"].color=@color
@sprites["side#{i}"].blend_type=@blend_type
@sprites["side#{i}"].visible=@visible
@sprites["scroll#{i}"].opacity=@opacity
@sprites["scroll#{i}"].tone=@tone
@sprites["scroll#{i}"].color=@color
@sprites["scroll#{i}"].visible=@visible
@sprites["scroll#{i}"].blend_type=@blend_type
end
for i in ["back","cursor","pause","contents"]
@sprites[i].color=@color
@sprites[i].tone=@tone
@sprites[i].blend_type=@blend_type
end
@sprites["contents"].blend_type=@contents_blend_type
@sprites["back"].opacity=backopac
@sprites["contents"].opacity=contopac
@sprites["cursor"].opacity=cursoropac
@sprites["pause"].opacity=@pauseopacity
supported=(@skinformat==0)
hascontents=(@contents && !@contents.disposed?)
@sprites["back"].visible=@visible
@sprites["contents"].visible=@visible && @openness==255
@sprites["pause"].visible=supported && @visible && @pause &&
(@combat & CompatBits::ShowPause)
@sprites["cursor"].visible=supported && @visible && @openness==255 &&
(@combat & CompatBits::ShowCursor)
@sprites["scroll0"].visible = false
@sprites["scroll1"].visible = false
@sprites["scroll2"].visible = false
@sprites["scroll3"].visible = false
else
for i in 0...4
@sprites["corner#{i}"].visible=false
@sprites["side#{i}"].visible=false
@sprites["scroll#{i}"].visible=false
end
@sprites["contents"].visible=@visible && @openness==255
@sprites["contents"].color=@color
@sprites["contents"].tone=@tone
@sprites["contents"].blend_type=@contents_blend_type
@sprites["contents"].opacity=contopac
@sprites["back"].visible=false
@sprites["pause"].visible=false
@sprites["cursor"].visible=false
end
for i in @spritekeys
@sprites[i].z=@z
end
if (@compat & CompatBits::CorrectZ)>0 && @skinformat==0 && !@rpgvx
# Compatibility Mode: Cursor, pause, and contents have higher Z
@sprites["cursor"].z=@z+1
@sprites["contents"].z=@z+2
@sprites["pause"].z=@z+2
end
if @skinformat==0
startX=16
startY=16
endX=16
endY=16
trimStartX=16
trimStartY=16
trimWidth=32
trimHeight=32
if @rpgvx
trimX=64
trimY=0
backRect=Rect.new(0,0,64,64)
blindsRect=Rect.new(0,64,64,64)
else
trimX=128
trimY=0
backRect=Rect.new(0,0,128,128)
blindsRect=nil
end
if @_windowskin && !@_windowskin.disposed?
@sprites["corner0"].src_rect.set(trimX,trimY+0,16,16);
@sprites["corner1"].src_rect.set(trimX+48,trimY+0,16,16);
@sprites["corner2"].src_rect.set(trimX,trimY+48,16,16);
@sprites["corner3"].src_rect.set(trimX+48,trimY+48,16,16);
@sprites["scroll0"].src_rect.set(trimX+24, trimY+16, 16, 8) # up
@sprites["scroll3"].src_rect.set(trimX+24, trimY+40, 16, 8) # down
@sprites["scroll1"].src_rect.set(trimX+16, trimY+24, 8, 16) # left
@sprites["scroll2"].src_rect.set(trimX+40, trimY+24, 8, 16) # right
cursorX=trimX
cursorY=trimY+64
sideRects=[
Rect.new(trimX+16,trimY+0,32,16),
Rect.new(trimX,trimY+16,16,32),
Rect.new(trimX+48,trimY+16,16,32),
Rect.new(trimX+16,trimY+48,32,16)
]
pauseRects=[
trimX+32,trimY+64,
trimX+48,trimY+64,
trimX+32,trimY+80,
trimX+48,trimY+80,
]
pauseWidth=16
pauseHeight=16
@sprites["pause"].src_rect.set(
pauseRects[@pauseframe*2],
pauseRects[@pauseframe*2+1],
pauseWidth,pauseHeight
)
end
else
trimStartX=@trim[0]
trimStartY=@trim[1]
trimWidth=@trim[0]+(@skinrect.width-@trim[2]+@trim[0])
trimHeight=@trim[1]+(@skinrect.height-@trim[3]+@trim[1])
if @_windowskin && !@_windowskin.disposed?
# width of left end of window
startX=@skinrect.x
# width of top end of window
startY=@skinrect.y
cx=@skinrect.x+@skinrect.width # right side of BODY rect
cy=@skinrect.y+@skinrect.height # bottom side of BODY rect
# width of right end of window
endX=(!@_windowskin || @_windowskin.disposed?) ? @skinrect.x : @_windowskin.width-cx
# height of bottom end of window
endY=(!@_windowskin || @_windowskin.disposed?) ? @skinrect.y : @_windowskin.height-cy
@sprites["corner0"].src_rect.set(0,0,startX,startY);
@sprites["corner1"].src_rect.set(cx,0,endX,startY);
@sprites["corner2"].src_rect.set(0,cy,startX,endY);
@sprites["corner3"].src_rect.set(cx,cy,endX,endY);
backRect=Rect.new(@skinrect.x,@skinrect.y,
@skinrect.width,@skinrect.height);
blindsRect=nil
sideRects=[
Rect.new(startX,0,@skinrect.width,startY), # side0 (top)
Rect.new(0,startY,startX,@skinrect.height), # side1 (left)
Rect.new(cx,startY,endX,@skinrect.height), # side2 (right)
Rect.new(startX,cy,@skinrect.width,endY) # side3 (bottom)
]
end
end
if @width>trimWidth && @height>trimHeight
@sprites["contents"].src_rect.set(@ox,@oy,@width-trimWidth,@height-trimHeight)
else
@sprites["contents"].src_rect.set(0,0,0,0)
end
@sprites["contents"].x=@x+trimStartX
@sprites["contents"].y=@y+trimStartY
if (@compat & CompatBits::ShowScrollArrows)>0 && @skinformat==0
# Compatibility mode: Make scroll arrows visible
if @skinformat==0 && @_windowskin && !@_windowskin.disposed? &&
@contents && !@contents.disposed?
@sprites["scroll0"].visible = @visible && hascontents && @oy > 0
@sprites["scroll1"].visible = @visible && hascontents && @ox > 0
@sprites["scroll2"].visible = @visible && (@contents.width - @ox) > @width-trimWidth
@sprites["scroll3"].visible = @visible && (@contents.height - @oy) > @height-trimHeight
end
end
if @_windowskin && !@_windowskin.disposed?
borderX=startX+endX
borderY=startY+endY
@sprites["corner0"].x=@x
@sprites["corner0"].y=@y
@sprites["corner1"].x=@x+@width-endX
@sprites["corner1"].y=@y
@sprites["corner2"].x=@x
@sprites["corner2"].y=@y+@height-endY
@sprites["corner3"].x=@x+@width-endX
@sprites["corner3"].y=@y+@height-endY
@sprites["side0"].x=@x+startX
@sprites["side0"].y=@y
@sprites["side1"].x=@x
@sprites["side1"].y=@y+startY
@sprites["side2"].x=@x+@width-endX
@sprites["side2"].y=@y+startY
@sprites["side3"].x=@x+startX
@sprites["side3"].y=@y+@height-endY
@sprites["scroll0"].x = @x+@width / 2 - 8
@sprites["scroll0"].y = @y+8
@sprites["scroll1"].x = @x+8
@sprites["scroll1"].y = @y+@height / 2 - 8
@sprites["scroll2"].x = @x+@width - 16
@sprites["scroll2"].y = @y+@height / 2 - 8
@sprites["scroll3"].x = @x+@width / 2 - 8
@sprites["scroll3"].y = @y+@height - 16
@sprites["cursor"].x=@x+startX+@cursor_rect.x
@sprites["cursor"].y=@y+startY+@cursor_rect.y
if (@compat & CompatBits::ExpandBack)>0 && @skinformat==0
# Compatibility mode: Expand background
@sprites["back"].x=@x+2
@sprites["back"].y=@y+2
else
@sprites["back"].x=@x+startX
@sprites["back"].y=@y+startY
end
end
if changeBitmap && @_windowskin && !@_windowskin.disposed?
if @skinformat==0
@sprites["cursor"].x=@x+startX+@cursor_rect.x
@sprites["cursor"].y=@y+startY+@cursor_rect.y
width=@cursor_rect.width
height=@cursor_rect.height
if width > 0 && height > 0
cursorrects=[
# sides
Rect.new(cursorX+2, cursorY+0, 28, 2),
Rect.new(cursorX+0, cursorY+2, 2, 28),
Rect.new(cursorX+30, cursorY+2, 2, 28),
Rect.new(cursorX+2, cursorY+30, 28, 2),
# corners
Rect.new(cursorX+0, cursorY+0, 2, 2),
Rect.new(cursorX+30, cursorY+0, 2, 2),
Rect.new(cursorX+0, cursorY+30, 2, 2),
Rect.new(cursorX+30, cursorY+30, 2, 2),
# back
Rect.new(cursorX+2, cursorY+2, 28, 28)
]
margin=2
fullmargin=4
@cursorbitmap = ensureBitmap(@cursorbitmap, width, height)
@cursorbitmap.clear
@sprites["cursor"].bitmap=@cursorbitmap
@sprites["cursor"].src_rect.set(0,0,width,height)
rect = Rect.new(margin,margin,width - fullmargin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[8])
@cursorbitmap.blt(0, 0, @_windowskin, cursorrects[4])# top left
@cursorbitmap.blt(width-margin, 0, @_windowskin, cursorrects[5]) # top right
@cursorbitmap.blt(0, height-margin, @_windowskin, cursorrects[6]) # bottom right
@cursorbitmap.blt(width-margin, height-margin, @_windowskin, cursorrects[7]) # bottom left
rect = Rect.new(margin, 0,width - fullmargin, margin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[0])
rect = Rect.new(0, margin,margin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[1])
rect = Rect.new(width - margin, margin, margin, height - fullmargin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[2])
rect = Rect.new(margin, height-margin, width - fullmargin, margin)
@cursorbitmap.stretch_blt(rect, @_windowskin, cursorrects[3])
else
@sprites["cursor"].visible=false
@sprites["cursor"].src_rect.set(0,0,0,0)
end
end
for i in 0..3
case i
when 0
dwidth = @width-startX-endX
dheight = startY
when 1
dwidth = startX
dheight = @height-startY-endY
when 2
dwidth = endX
dheight = @height-startY-endY
when 3
dwidth = @width-startX-endX
dheight = endY
end
@sidebitmaps[i]=ensureBitmap(@sidebitmaps[i],dwidth,dheight)
@sprites["side#{i}"].bitmap=@sidebitmaps[i]
@sprites["side#{i}"].src_rect.set(0,0,dwidth,dheight)
@sidebitmaps[i].clear
if sideRects[i].width>0 && sideRects[i].height>0
if (@compat & CompatBits::StretchSides)>0 && @skinformat==0
# Compatibility mode: Stretch sides
@sidebitmaps[i].stretch_blt(@sprites["side#{i}"].src_rect,
@_windowskin,sideRects[i])
else
tileBitmap(@sidebitmaps[i],@sprites["side#{i}"].src_rect,
@_windowskin,sideRects[i])
end
end
end
if (@compat & CompatBits::ExpandBack)>0 && @skinformat==0
# Compatibility mode: Expand background
backwidth=@width-4
backheight=@height-4
else
backwidth=@width-borderX
backheight=@height-borderY
end
if backwidth>0 && backheight>0
@backbitmap=ensureBitmap(@backbitmap,backwidth,backheight)
@sprites["back"].bitmap=@backbitmap
@sprites["back"].src_rect.set(0,0,backwidth,backheight)
@backbitmap.clear
if @stretch
@backbitmap.stretch_blt(@sprites["back"].src_rect,@_windowskin,backRect)
else
tileBitmap(@backbitmap,@sprites["back"].src_rect,@_windowskin,backRect)
end
if blindsRect
tileBitmap(@backbitmap,@sprites["back"].src_rect,@_windowskin,blindsRect)
end
else
@sprites["back"].visible=false
@sprites["back"].src_rect.set(0,0,0,0)
end
end
if @openness!=255
opn=@openness/255.0
for k in @spritekeys
sprite=@sprites[k]
ratio=(@height<=0) ? 0 : (sprite.y-@y)*1.0/@height
sprite.zoom_y=opn
sprite.zoom_x=1.0
sprite.oy=0
sprite.y=(@y+(@height/2.0)+(@height*ratio*opn)-(@height/2*opn)).floor
end
else
for k in @spritekeys
sprite=@sprites[k]
sprite.zoom_x=1.0
sprite.zoom_y=1.0
end
end
i=0
# Ensure Z order
for k in @spritekeys
sprite=@sprites[k]
y=sprite.y
sprite.y=i
sprite.oy=(sprite.zoom_y<=0) ? 0 : (i-y)/sprite.zoom_y
sprite.zoom_x*=@zoom_x
sprite.zoom_y*=@zoom_y
sprite.x*=@zoom_x
sprite.y*=@zoom_y
sprite.x+=(@offset_x/sprite.zoom_x)
sprite.y+=(@offset_y/sprite.zoom_y)
end
end
end
#===============================================================================
#
#===============================================================================
class SpriteWindow_Base < SpriteWindow
TEXTPADDING=4 # In pixels
def initialize(x, y, width, height)
super()
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
@curframe=MessageConfig.pbGetSystemFrame()
@curfont=MessageConfig.pbGetSystemFontName()
@sysframe=AnimatedBitmap.new(@curframe)
RPG::Cache.retain(@curframe) if @curframe && !@curframe.empty?
@customskin=nil
__setWindowskin(@sysframe.bitmap)
__resolveSystemFrame()
pbSetSystemFont(self.contents) if self.contents
end
def __setWindowskin(skin)
if skin && (skin.width==192 && skin.height==128) || # RPGXP Windowskin
(skin.width==128 && skin.height==128) # RPGVX Windowskin
self.skinformat=0
else
self.skinformat=1
end
self.windowskin=skin
end
def __resolveSystemFrame
if self.skinformat==1
if !@resolvedFrame
@resolvedFrame=MessageConfig.pbGetSystemFrame()
@resolvedFrame.sub!(/\.[^\.\/\\]+$/,"")
end
self.loadSkinFile("#{@resolvedFrame}.txt") if @resolvedFrame!=""
end
end
def setSkin(skin) # Filename of windowskin to apply. Supports XP, VX, and animated skins.
@customskin.dispose if @customskin
@customskin=nil
resolvedName=pbResolveBitmap(skin)
return if nil_or_empty?(resolvedName)
@customskin=AnimatedBitmap.new(resolvedName)
RPG::Cache.retain(resolvedName)
__setWindowskin(@customskin.bitmap)
if self.skinformat==1
skinbase=resolvedName.sub(/\.[^\.\/\\]+$/,"")
self.loadSkinFile("#{skinbase}.txt")
end
end
def setSystemFrame
@customskin.dispose if @customskin
@customskin=nil
__setWindowskin(@sysframe.bitmap)
__resolveSystemFrame()
end
def update
super
if self.windowskin
if @customskin
if @customskin.totalFrames>1
@customskin.update
__setWindowskin(@customskin.bitmap)
end
elsif @sysframe
if @sysframe.totalFrames>1
@sysframe.update
__setWindowskin(@sysframe.bitmap)
end
end
end
if @curframe!=MessageConfig.pbGetSystemFrame()
@curframe=MessageConfig.pbGetSystemFrame()
if @sysframe && !@customskin
@sysframe.dispose if @sysframe
@sysframe=AnimatedBitmap.new(@curframe)
RPG::Cache.retain(@curframe) if @curframe && !@curframe.empty?
@resolvedFrame=nil
__setWindowskin(@sysframe.bitmap)
__resolveSystemFrame()
end
begin
refresh
rescue NoMethodError
end
end
if @curfont!=MessageConfig.pbGetSystemFontName()
@curfont=MessageConfig.pbGetSystemFontName()
if self.contents && !self.contents.disposed?
pbSetSystemFont(self.contents)
end
begin
refresh
rescue NoMethodError
end
end
end
def dispose
self.contents.dispose if self.contents
@sysframe.dispose
@customskin.dispose if @customskin
super
end
end

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#===============================================================================
# Displays an icon bitmap in a window. Supports animated images.
#===============================================================================
class IconWindow < SpriteWindow_Base
attr_reader :name
def initialize(x,y,width,height,viewport=nil)
super(x,y,width,height)
self.viewport=viewport
self.contents=nil
@name=""
@_iconbitmap=nil
end
def dispose
clearBitmaps()
super
end
def update
super
if @_iconbitmap
@_iconbitmap.update
self.contents=@_iconbitmap.bitmap
end
end
def clearBitmaps
@_iconbitmap.dispose if @_iconbitmap
@_iconbitmap=nil
self.contents=nil if !self.disposed?
end
# Sets the icon's filename. Alias for setBitmap.
def name=(value)
setBitmap(value)
end
# Sets the icon's filename.
def setBitmap(file,hue=0)
clearBitmaps()
@name=file
return if file==nil
if file!=""
@_iconbitmap=AnimatedBitmap.new(file,hue)
# for compatibility
self.contents=@_iconbitmap ? @_iconbitmap.bitmap : nil
else
@_iconbitmap=nil
end
end
end
#===============================================================================
# Displays an icon bitmap in a window. Supports animated images.
# Accepts bitmaps and paths to bitmap files in its constructor.
#===============================================================================
class PictureWindow < SpriteWindow_Base
def initialize(pathOrBitmap)
super(0,0,32,32)
self.viewport=viewport
self.contents=nil
@_iconbitmap=nil
setBitmap(pathOrBitmap)
end
def picture; @_iconbitmap; end
def dispose
clearBitmaps()
super
end
def update
super
if @_iconbitmap
if @_iconbitmap.is_a?(Bitmap)
self.contents=@_iconbitmap
else
@_iconbitmap.update
self.contents=@_iconbitmap.bitmap
end
end
end
def clearBitmaps
@_iconbitmap.dispose if @_iconbitmap
@_iconbitmap=nil
self.contents=nil if !self.disposed?
end
# Sets the icon's bitmap or filename. (hue parameter
# is ignored unless pathOrBitmap is a filename)
def setBitmap(pathOrBitmap,hue=0)
clearBitmaps()
if pathOrBitmap!=nil && pathOrBitmap!=""
if pathOrBitmap.is_a?(Bitmap)
@_iconbitmap=pathOrBitmap
self.contents=@_iconbitmap
self.width=@_iconbitmap.width+self.borderX
self.height=@_iconbitmap.height+self.borderY
elsif pathOrBitmap.is_a?(AnimatedBitmap)
@_iconbitmap=pathOrBitmap
self.contents=@_iconbitmap.bitmap
self.width=@_iconbitmap.bitmap.width+self.borderX
self.height=@_iconbitmap.bitmap.height+self.borderY
else
@_iconbitmap=AnimatedBitmap.new(pathOrBitmap,hue)
self.contents=@_iconbitmap ? @_iconbitmap.bitmap : nil
self.width=@_iconbitmap ? @_iconbitmap.bitmap.width+self.borderX :
32+self.borderX
self.height=@_iconbitmap ? @_iconbitmap.bitmap.height+self.borderY :
32+self.borderY
end
else
@_iconbitmap=nil
self.width=32+self.borderX
self.height=32+self.borderY
end
end
end

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#===============================================================================
# SpriteWrapper is a class which wraps (most of) Sprite's properties.
#===============================================================================
class SpriteWrapper
def initialize(viewport = nil)
@sprite = Sprite.new(viewport)
end
def dispose
@sprite.dispose;
end
def disposed?
return @sprite.disposed?;
end
def viewport
return @sprite.viewport;
end
def flash(color, duration)
; return @sprite.flash(color, duration);
end
def update
return @sprite.update;
end
def x
@sprite.x;
end
def x=(value)
; @sprite.x = value;
end
def y
@sprite.y;
end
def y=(value)
; @sprite.y = value;
end
def bitmap
@sprite.bitmap;
end
def bitmap=(value)
; @sprite.bitmap = value;
end
def src_rect
@sprite.src_rect;
end
def src_rect=(value)
; @sprite.src_rect = value;
end
def visible
@sprite.visible;
end
def visible=(value)
; @sprite.visible = value;
end
def z
@sprite.z;
end
def z=(value)
; @sprite.z = value;
end
def ox
@sprite.ox;
end
def ox=(value)
; @sprite.ox = value;
end
def oy
@sprite.oy;
end
def oy=(value)
; @sprite.oy = value;
end
def zoom_x
@sprite.zoom_x;
end
def zoom_x=(value)
; @sprite.zoom_x = value;
end
def zoom_y
@sprite.zoom_y;
end
def zoom_y=(value)
; @sprite.zoom_y = value;
end
def angle
@sprite.angle;
end
def angle=(value)
; @sprite.angle = value;
end
def mirror
@sprite.mirror;
end
def mirror=(value)
; @sprite.mirror = value;
end
def bush_depth
@sprite.bush_depth;
end
def bush_depth=(value)
; @sprite.bush_depth = value;
end
def opacity
@sprite.opacity;
end
def opacity=(value)
; @sprite.opacity = value;
end
def blend_type
@sprite.blend_type;
end
def blend_type=(value)
; @sprite.blend_type = value;
end
def color
@sprite.color;
end
def color=(value)
; @sprite.color = value;
end
def tone
@sprite.tone;
end
def tone=(value)
; @sprite.tone = value;
end
def viewport=(value)
return if self.viewport == value
bitmap = @sprite.bitmap
src_rect = @sprite.src_rect
visible = @sprite.visible
x = @sprite.x
y = @sprite.y
z = @sprite.z
ox = @sprite.ox
oy = @sprite.oy
zoom_x = @sprite.zoom_x
zoom_y = @sprite.zoom_y
angle = @sprite.angle
mirror = @sprite.mirror
bush_depth = @sprite.bush_depth
opacity = @sprite.opacity
blend_type = @sprite.blend_type
color = @sprite.color
tone = @sprite.tone
@sprite.dispose
@sprite = Sprite.new(value)
@sprite.bitmap = bitmap
@sprite.src_rect = src_rect
@sprite.visible = visible
@sprite.x = x
@sprite.y = y
@sprite.z = z
@sprite.ox = ox
@sprite.oy = oy
@sprite.zoom_x = zoom_x
@sprite.zoom_y = zoom_y
@sprite.angle = angle
@sprite.mirror = mirror
@sprite.bush_depth = bush_depth
@sprite.opacity = opacity
@sprite.blend_type = blend_type
@sprite.color = color
@sprite.tone = tone
end
end
#===============================================================================
# Sprite class that maintains a bitmap of its own.
# This bitmap can't be changed to a different one.
#===============================================================================
class BitmapSprite < SpriteWrapper
def initialize(width, height, viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(width, height)
@initialized = true
end
def bitmap=(value)
super(value) if !@initialized
end
def dispose
self.bitmap.dispose if !self.disposed?
super
end
end
#===============================================================================
#
#===============================================================================
class AnimatedSprite < SpriteWrapper
attr_reader :frame
attr_reader :framewidth
attr_reader :frameheight
attr_reader :framecount
attr_reader :animname
attr_reader :playing
def initializeLong(animname, framecount, framewidth, frameheight, frameskip)
@animname = pbBitmapName(animname)
@realframes = 0
@frameskip = [1, frameskip].max
@frameskip *= Graphics.frame_rate / 20
raise _INTL("Frame width is 0") if framewidth == 0
raise _INTL("Frame height is 0") if frameheight == 0
begin
@animbitmap = AnimatedBitmap.new(animname).deanimate
rescue
@animbitmap = Bitmap.new(framewidth, frameheight)
end
if @animbitmap.width % framewidth != 0
raise _INTL("Bitmap's width ({1}) is not a multiple of frame width ({2}) [Bitmap={3}]",
@animbitmap.width, framewidth, animname)
end
if @animbitmap.height % frameheight != 0
raise _INTL("Bitmap's height ({1}) is not a multiple of frame height ({2}) [Bitmap={3}]",
@animbitmap.height, frameheight, animname)
end
@framecount = framecount
@framewidth = framewidth
@frameheight = frameheight
@framesperrow = @animbitmap.width / @framewidth
@playing = false
self.bitmap = @animbitmap
self.src_rect.width = @framewidth
self.src_rect.height = @frameheight
self.frame = 0
end
# Shorter version of AnimationSprite. All frames are placed on a single row
# of the bitmap, so that the width and height need not be defined beforehand
def initializeShort(animname, framecount, frameskip)
@animname = pbBitmapName(animname)
@realframes = 0
@frameskip = [1, frameskip].max
@frameskip *= Graphics.frame_rate / 20
begin
@animbitmap = AnimatedBitmap.new(animname).deanimate
rescue
@animbitmap = Bitmap.new(framecount * 4, 32)
end
if @animbitmap.width % framecount != 0
raise _INTL("Bitmap's width ({1}) is not a multiple of frame count ({2}) [Bitmap={3}]",
@animbitmap.width, framewidth, animname)
end
@framecount = framecount
@framewidth = @animbitmap.width / @framecount
@frameheight = @animbitmap.height
@framesperrow = framecount
@playing = false
self.bitmap = @animbitmap
self.src_rect.width = @framewidth
self.src_rect.height = @frameheight
self.frame = 0
end
def initialize(*args)
if args.length == 1
super(args[0][3])
initializeShort(args[0][0], args[0][1], args[0][2])
else
super(args[5])
initializeLong(args[0], args[1], args[2], args[3], args[4])
end
end
def self.create(animname, framecount, frameskip, viewport = nil)
return self.new([animname, framecount, frameskip, viewport])
end
def dispose
return if disposed?
@animbitmap.dispose
@animbitmap = nil
super
end
def playing?
return @playing
end
def frame=(value)
@frame = value
@realframes = 0
self.src_rect.x = @frame % @framesperrow * @framewidth
self.src_rect.y = @frame / @framesperrow * @frameheight
end
def start
@playing = true
@realframes = 0
end
alias play start
def stop
@playing = false
end
def reset
@frame=0
@realframes = 0
end
def update
super
if @playing
@realframes += 1
if @realframes == @frameskip
@realframes = 0
self.frame += 1
self.frame %= self.framecount
end
end
end
end
#===============================================================================
# Displays an icon bitmap in a sprite. Supports animated images.
#===============================================================================
class IconSprite < SpriteWrapper
attr_reader :name
def initialize(*args)
if args.length == 0
super(nil)
self.bitmap = nil
elsif args.length == 1
super(args[0])
self.bitmap = nil
elsif args.length == 2
super(nil)
self.x = args[0]
self.y = args[1]
else
super(args[2])
self.x = args[0]
self.y = args[1]
end
@name = ""
@_iconbitmap = nil
end
def dispose
clearBitmaps()
super
end
# Sets the icon's filename. Alias for setBitmap.
def name=(value)
setBitmap(value)
end
def setBitmapDirectly(bitmap)
oldrc = self.src_rect
clearBitmaps()
@name = ""
return if bitmap == nil
@_iconbitmap = bitmap
# for compatibility
#
self.bitmap = @_iconbitmap ? @_iconbitmap.bitmap : nil
self.src_rect = oldrc
end
def setColor(r = 0, g = 0, b = 0, a = 255)
@_iconbitmap.pbSetColor(r,g,b,a)
end
# Sets the icon's filename.
def setBitmap(file, hue = 0)
oldrc = self.src_rect
clearBitmaps()
@name = file
return if file == nil
if file != ""
@_iconbitmap = AnimatedBitmap.new(file, hue)
# for compatibility
self.bitmap = @_iconbitmap ? @_iconbitmap.bitmap : nil
self.src_rect = oldrc
else
@_iconbitmap = nil
end
end
def getBitmap
return @_iconbitmap
end
def clearBitmaps
@_iconbitmap.dispose if @_iconbitmap
@_iconbitmap = nil
self.bitmap = nil if !self.disposed?
end
def update
super
return if !@_iconbitmap
@_iconbitmap.update
if self.bitmap != @_iconbitmap.bitmap
oldrc = self.src_rect
self.bitmap = @_iconbitmap.bitmap
self.src_rect = oldrc
end
end
end
#===============================================================================
# Old GifSprite class, retained for compatibility
#===============================================================================
class GifSprite < IconSprite
def initialize(path)
super(0, 0)
setBitmap(path)
end
end
#===============================================================================
# SpriteWrapper that stores multiple bitmaps, and displays only one at once.
#===============================================================================
class ChangelingSprite < SpriteWrapper
def initialize(x = 0, y = 0, viewport = nil)
super(viewport)
self.x = x
self.y = y
@bitmaps = {}
@currentBitmap = nil
end
def addBitmap(key, path)
@bitmaps[key].dispose if @bitmaps[key]
@bitmaps[key] = AnimatedBitmap.new(path)
end
def changeBitmap(key)
@currentBitmap = @bitmaps[key]
self.bitmap = (@currentBitmap) ? @currentBitmap.bitmap : nil
end
def dispose
return if disposed?
for bm in @bitmaps.values;
bm.dispose;
end
@bitmaps.clear
super
end
def update
return if disposed?
for bm in @bitmaps.values;
bm.update;
end
self.bitmap = (@currentBitmap) ? @currentBitmap.bitmap : nil
end
end

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#===============================================================================
#
#===============================================================================
class AnimatedBitmap
attr_reader :path
attr_reader :filename
def initialize(file, hue = 0)
raise "Filename is nil (missing graphic)." if file.nil?
path = file
filename = ""
if file.last != '/' # Isn't just a directory
split_file = file.split(/[\\\/]/)
filename = split_file.pop
path = split_file.join('/') + '/'
end
@filename = filename
@path = path
if filename[/^\[\d+(?:,\d+)?\]/] # Starts with 1 or 2 numbers in square brackets
@bitmap = PngAnimatedBitmap.new(path, filename, hue)
else
@bitmap = GifBitmap.new(path, filename, hue)
end
end
def setup_from_bitmap(bitmap,hue=0)
@path = ""
@filename = ""
@bitmap = GifBitmap.new("", '', hue)
@bitmap.bitmap = bitmap;
end
def self.from_bitmap(bitmap, hue=0)
obj = allocate
obj.send(:setup_from_bitmap, bitmap, hue)
obj
end
def pbSetColor(r = 0, g = 0, b = 0, a = 255)
color = Color.new(r, g, b, a)
pbSetColorValue(color)
end
def pbSetColorValue(color)
for i in 0..@bitmap.bitmap.width
for j in 0..@bitmap.bitmap.height
if @bitmap.bitmap.get_pixel(i, j).alpha != 0
@bitmap.bitmap.set_pixel(i, j, color)
end
end
end
end
def shiftColors(offset = 0)
@bitmap.bitmap.hue_change(offset)
end
def [](index)
; @bitmap[index];
end
def width
@bitmap.bitmap.width;
end
def height
@bitmap.bitmap.height;
end
def length
@bitmap.length;
end
def each
@bitmap.each { |item| yield item };
end
def bitmap
@bitmap.bitmap;
end
def bitmap=(bitmap)
@bitmap.bitmap = bitmap;
end
def currentIndex
@bitmap.currentIndex;
end
def totalFrames
@bitmap.totalFrames;
end
def disposed?
@bitmap.disposed?;
end
def update
@bitmap.update;
end
def dispose
@bitmap.dispose;
end
def deanimate
@bitmap.deanimate;
end
def copy
@bitmap.copy;
end
def scale_bitmap(scale)
return if scale == 1
new_width = @bitmap.bitmap.width * scale
new_height = @bitmap.bitmap.height * scale
destination_rect = Rect.new(0, 0, new_width, new_height)
source_rect = Rect.new(0, 0, @bitmap.bitmap.width, @bitmap.bitmap.height)
new_bitmap = Bitmap.new(new_width, new_height)
new_bitmap.stretch_blt(
destination_rect,
@bitmap.bitmap,
source_rect
)
@bitmap.bitmap = new_bitmap
end
# def mirror
# for x in 0..@bitmap.bitmap.width / 2
# for y in 0..@bitmap.bitmap.height - 2
# temp = @bitmap.bitmap.get_pixel(x, y)
# newPix = @bitmap.bitmap.get_pixel((@bitmap.bitmap.width - x), y)
#
# @bitmap.bitmap.set_pixel(x, y, newPix)
# @bitmap.bitmap.set_pixel((@bitmap.bitmap.width - x), y, temp)
# end
# end
# end
def mirror
@bitmap.bitmap
end
end
#===============================================================================
#
#===============================================================================
class PngAnimatedBitmap
attr_accessor :frames
# Creates an animated bitmap from a PNG file.
def initialize(dir, filename, hue = 0)
@frames = []
@currentFrame = 0
@framecount = 0
panorama = RPG::Cache.load_bitmap(dir, filename, hue)
if filename[/^\[(\d+)(?:,(\d+))?\]/] # Starts with 1 or 2 numbers in brackets
# File has a frame count
numFrames = $1.to_i
delay = $2.to_i
delay = 10 if delay == 0
raise "Invalid frame count in #{filename}" if numFrames <= 0
raise "Invalid frame delay in #{filename}" if delay <= 0
if panorama.width % numFrames != 0
raise "Bitmap's width (#{panorama.width}) is not divisible by frame count: #{filename}"
end
@frameDelay = delay
subWidth = panorama.width / numFrames
for i in 0...numFrames
subBitmap = BitmapWrapper.new(subWidth, panorama.height)
subBitmap.blt(0, 0, panorama, Rect.new(subWidth * i, 0, subWidth, panorama.height))
@frames.push(subBitmap)
end
panorama.dispose
else
@frames = [panorama]
end
end
def [](index)
return @frames[index]
end
def width
self.bitmap.width;
end
def height
self.bitmap.height;
end
def deanimate
for i in 1...@frames.length
@frames[i].dispose
end
@frames = [@frames[0]]
@currentFrame = 0
return @frames[0]
end
def bitmap
return @frames[@currentFrame]
end
def currentIndex
return @currentFrame
end
def frameDelay(_index)
return @frameDelay
end
def length
return @frames.length
end
def each
@frames.each { |item| yield item }
end
def totalFrames
return @frameDelay * @frames.length
end
def disposed?
return @disposed
end
def update
return if disposed?
if @frames.length > 1
@framecount += 1
if @framecount >= @frameDelay
@framecount = 0
@currentFrame += 1
@currentFrame %= @frames.length
end
end
end
def dispose
if !@disposed
@frames.each { |f| f.dispose }
end
@disposed = true
end
def copy
x = self.clone
x.frames = x.frames.clone
for i in 0...x.frames.length
x.frames[i] = x.frames[i].copy
end
return x
end
end
#===============================================================================
#
#===============================================================================
class GifBitmap
attr_accessor :bitmap
attr_reader :loaded_from_cache
# Creates a bitmap from a GIF file. Can also load non-animated bitmaps.
def initialize(dir, filename, hue = 0)
@bitmap = nil
@disposed = false
@loaded_from_cache = false
filename = "" if !filename
begin
@bitmap = RPG::Cache.load_bitmap(dir, filename, hue)
@loaded_from_cache = true
rescue
@bitmap = nil
end
@bitmap = BitmapWrapper.new(32, 32) if @bitmap.nil?
@bitmap.play if @bitmap&.animated?
end
def [](_index)
return @bitmap
end
def deanimate
@bitmap&.goto_and_stop(0) if @bitmap&.animated?
return @bitmap
end
def currentIndex
return @bitmap&.current_frame || 0
end
def length
return @bitmap&.frame_count || 1
end
def each
yield @bitmap
end
def totalFrames
f_rate = @bitmap.frame_rate
f_rate = 1 if f_rate.nil? || f_rate == 0
return (@bitmap) ? (@bitmap.frame_count / f_rate).floor : 1
end
def disposed?
return @disposed
end
def width
return @bitmap&.width || 0
end
def height
return @bitmap&.height || 0
end
# Gifs are animated automatically by mkxp-z. This function does nothing.
def update; end
def dispose
return if @disposed
@bitmap.dispose
@disposed = true
end
def copy
x = self.clone
x.bitmap = @bitmap.copy if @bitmap
return x
end
end
#===============================================================================
#
#===============================================================================
def pbGetTileBitmap(filename, tile_id, hue, width = 1, height = 1)
return RPG::Cache.tileEx(filename, tile_id, hue, width, height) { |f|
AnimatedBitmap.new("Graphics/Tilesets/" + filename).deanimate
}
end
def pbGetTileset(name, hue = 0)
return AnimatedBitmap.new("Graphics/Tilesets/" + name, hue).deanimate
end
def pbGetAutotile(name, hue = 0)
return AnimatedBitmap.new("Graphics/Autotiles/" + name, hue).deanimate
end
def pbGetAnimation(name, hue = 0)
return AnimatedBitmap.new("Graphics/Animations/" + name, hue).deanimate
end

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#===============================================================================
#
#===============================================================================
class Plane
def update; end
def refresh; end
end
#===============================================================================
# This class works around a limitation that planes are always
# 640 by 480 pixels in size regardless of the window's size.
#===============================================================================
class LargePlane < Plane
attr_accessor :borderX
attr_accessor :borderY
def initialize(viewport=nil)
@__sprite=Sprite.new(viewport)
@__disposed=false
@__ox=0
@__oy=0
@__bitmap=nil
@__visible=true
@__sprite.visible=false
@borderX=0
@borderY=0
end
def disposed?
return @__disposed
end
def dispose
if !@__disposed
@__sprite.bitmap.dispose if @__sprite.bitmap
@__sprite.dispose
@__sprite=nil
@__bitmap=nil
@__disposed=true
end
#super
end
def ox; @__ox; end
def oy; @__oy; end
def ox=(value);
return if @__ox==value
@__ox = value
refresh
end
def oy=(value);
return if @__oy==value
@__oy = value
refresh
end
def bitmap
return @__bitmap
end
def bitmap=(value)
if value==nil
if @__bitmap!=nil
@__bitmap=nil
@__sprite.visible=(@__visible && !@__bitmap.nil?)
end
elsif @__bitmap!=value && !value.disposed?
@__bitmap=value
refresh
elsif value.disposed?
if @__bitmap!=nil
@__bitmap=nil
@__sprite.visible=(@__visible && !@__bitmap.nil?)
end
end
end
def viewport; @__sprite.viewport; end
def zoom_x; @__sprite.zoom_x; end
def zoom_y; @__sprite.zoom_y; end
def opacity; @__sprite.opacity; end
def blend_type; @__sprite.blend_type; end
def visible; @__visible; end
def z; @__sprite.z; end
def color; @__sprite.color; end
def tone; @__sprite.tone; end
def zoom_x=(v);
return if @__sprite.zoom_x==v
@__sprite.zoom_x = v
refresh
end
def zoom_y=(v);
return if @__sprite.zoom_y==v
@__sprite.zoom_y = v
refresh
end
def opacity=(v); @__sprite.opacity=(v); end
def blend_type=(v); @__sprite.blend_type=(v); end
def visible=(v); @__visible=v; @__sprite.visible=(@__visible && !@__bitmap.nil?); end
def z=(v); @__sprite.z=(v); end
def color=(v); @__sprite.color=(v); end
def tone=(v); @__sprite.tone=(v); end
def update; ;end
def refresh
@__sprite.visible = (@__visible && !@__bitmap.nil?)
if @__bitmap
if !@__bitmap.disposed?
@__ox += @__bitmap.width*@__sprite.zoom_x if @__ox<0
@__oy += @__bitmap.height*@__sprite.zoom_y if @__oy<0
@__ox -= @__bitmap.width*@__sprite.zoom_x if @__ox>@__bitmap.width
@__oy -= @__bitmap.height*@__sprite.zoom_y if @__oy>@__bitmap.height
dwidth = (Graphics.width/@__sprite.zoom_x+@borderX).to_i # +2
dheight = (Graphics.height/@__sprite.zoom_y+@borderY).to_i # +2
@__sprite.bitmap = ensureBitmap(@__sprite.bitmap,dwidth,dheight)
@__sprite.bitmap.clear
tileBitmap(@__sprite.bitmap,@__bitmap,@__bitmap.rect)
else
@__sprite.visible = false
end
end
end
private
def ensureBitmap(bitmap,dwidth,dheight)
if !bitmap || bitmap.disposed? || bitmap.width<dwidth || bitmap.height<dheight
bitmap.dispose if bitmap
bitmap = Bitmap.new([1,dwidth].max,[1,dheight].max)
end
return bitmap
end
def tileBitmap(dstbitmap,srcbitmap,srcrect)
return if !srcbitmap || srcbitmap.disposed?
dstrect = dstbitmap.rect
left = (dstrect.x-@__ox/@__sprite.zoom_x).to_i
top = (dstrect.y-@__oy/@__sprite.zoom_y).to_i
while left>0; left -= srcbitmap.width; end
while top>0; top -= srcbitmap.height; end
y = top
while y<dstrect.height
x = left
while x<dstrect.width
dstbitmap.blt(x+@borderX,y+@borderY,srcbitmap,srcrect)
x += srcrect.width
end
y += srcrect.height
end
end
end
#===============================================================================
# A plane class that displays a single color.
#===============================================================================
class ColoredPlane < LargePlane
def initialize(color,viewport=nil)
super(viewport)
self.bitmap=Bitmap.new(32,32)
setPlaneColor(color)
end
def dispose
self.bitmap.dispose if self.bitmap
super
end
def setPlaneColor(value)
self.bitmap.fill_rect(0,0,self.bitmap.width,self.bitmap.height,value)
self.refresh
end
end
#===============================================================================
# A plane class that supports animated images.
#===============================================================================
class AnimatedPlane < LargePlane
def initialize(viewport)
super(viewport)
@bitmap=nil
end
def dispose
clearBitmaps()
super
end
def update
super
if @bitmap
@bitmap.update
self.bitmap=@bitmap.bitmap
end
end
def clearBitmaps
@bitmap.dispose if @bitmap
@bitmap=nil
self.bitmap=nil if !self.disposed?
end
def setPanorama(file, hue=0)
clearBitmaps()
return if file==nil
@bitmap=AnimatedBitmap.new("Graphics/Panoramas/"+file,hue)
end
def setFog(file, hue=0)
clearBitmaps()
return if file==nil
@bitmap=AnimatedBitmap.new("Graphics/Fogs/"+file,hue)
end
def setBitmap(file, hue=0)
clearBitmaps()
return if file==nil
@bitmap=AnimatedBitmap.new(file,hue)
end
end

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#===============================================================================
#
#===============================================================================
class CharacterEntryHelper
attr_reader :text
attr_accessor :maxlength
attr_reader :passwordChar
attr_accessor :cursor
def initialize(text)
@maxlength=-1
@text=text
@passwordChar=""
@cursor=text.scan(/./m).length
end
def text=(value)
@text=value
end
def textChars
chars=text.scan(/./m)
if @passwordChar!=""
chars.length.times { |i| chars[i] = @passwordChar }
end
return chars
end
def passwordChar=(value)
@passwordChar=value ? value : ""
end
def length
return self.text.scan(/./m).length
end
def canInsert?
chars=self.text.scan(/./m)
return false if @maxlength>=0 && chars.length>=@maxlength
return true
end
def insert(ch)
chars=self.text.scan(/./m)
return false if @maxlength>=0 && chars.length>=@maxlength
chars.insert(@cursor,ch)
@text=""
for ch in chars
@text+=ch if ch
end
@cursor+=1
return true
end
def canDelete?
chars=self.text.scan(/./m)
return false if chars.length<=0 || @cursor<=0
return true
end
def delete
chars=self.text.scan(/./m)
return false if chars.length<=0 || @cursor<=0
chars.delete_at(@cursor-1)
@text=""
for ch in chars
@text+=ch if ch
end
@cursor-=1
return true
end
private
def ensure
return if @maxlength<0
chars=self.text.scan(/./m)
if chars.length>@maxlength && @maxlength>=0
chars=chars[0,@maxlength]
end
@text=""
for ch in chars
@text+=ch if ch
end
end
end
#===============================================================================
#
#===============================================================================
class Window_TextEntry < SpriteWindow_Base
def initialize(text,x,y,width,height,heading=nil,usedarkercolor=false)
super(x,y,width,height)
colors=getDefaultTextColors(self.windowskin)
@baseColor=colors[0]
@shadowColor=colors[1]
if usedarkercolor
@baseColor=Color.new(16,24,32)
@shadowColor=Color.new(168,184,184)
end
@helper=CharacterEntryHelper.new(text)
@heading=heading
self.active=true
@frame=0
refresh
end
def text
@helper.text
end
def maxlength
@helper.maxlength
end
def passwordChar
@helper.passwordChar
end
def text=(value)
@helper.text=value
self.refresh
end
def passwordChar=(value)
@helper.passwordChar=value
refresh
end
def maxlength=(value)
@helper.maxlength=value
self.refresh
end
def insert(ch)
if @helper.insert(ch)
@frame=0
self.refresh
return true
end
return false
end
def delete
if @helper.delete
@frame=0
self.refresh
return true
end
return false
end
def update
@frame += 1
@frame %= 20
self.refresh if (@frame%10)==0
return if !self.active
# Moving cursor
if Input.repeat?(Input::LEFT) && Input.press?(Input::ACTION)
if @helper.cursor > 0
@helper.cursor -= 1
@frame = 0
self.refresh
end
elsif Input.repeat?(Input::RIGHT) && Input.press?(Input::ACTION)
if @helper.cursor < self.text.scan(/./m).length
@helper.cursor += 1
@frame = 0
self.refresh
end
elsif Input.repeat?(Input::BACK) # Backspace
self.delete if @helper.cursor > 0
end
end
def refresh
self.contents=pbDoEnsureBitmap(self.contents,self.width-self.borderX,
self.height-self.borderY)
bitmap=self.contents
bitmap.clear
x=0
y=0
if @heading
textwidth=bitmap.text_size(@heading).width
pbDrawShadowText(bitmap,x,y, textwidth+4, 32, @heading,@baseColor,@shadowColor)
y+=32
end
x+=4
width=self.width-self.borderX
cursorcolor=Color.new(16,24,32)
textscan=self.text.scan(/./m)
scanlength=textscan.length
@helper.cursor=scanlength if @helper.cursor>scanlength
@helper.cursor=0 if @helper.cursor<0
startpos=@helper.cursor
fromcursor=0
while (startpos>0)
c=(@helper.passwordChar!="") ? @helper.passwordChar : textscan[startpos-1]
fromcursor+=bitmap.text_size(c).width
break if fromcursor>width-4
startpos-=1
end
for i in startpos...scanlength
c=(@helper.passwordChar!="") ? @helper.passwordChar : textscan[i]
textwidth=bitmap.text_size(c).width
next if c=="\n"
# Draw text
pbDrawShadowText(bitmap,x,y, textwidth+4, 32, c,@baseColor,@shadowColor)
# Draw cursor if necessary
if ((@frame/10)&1) == 0 && i==@helper.cursor
bitmap.fill_rect(x,y+4,2,24,cursorcolor)
end
# Add x to drawn text width
x += textwidth
end
if ((@frame/10)&1) == 0 && textscan.length==@helper.cursor
bitmap.fill_rect(x,y+4,2,24,cursorcolor)
end
end
end
#===============================================================================
#
#===============================================================================
class Window_TextEntry_Keyboard < Window_TextEntry
def update
@frame+=1
@frame%=20
self.refresh if ((@frame%10)==0)
return if !self.active
# Moving cursor
if Input.triggerex?(:LEFT) || Input.repeatex?(:LEFT)
if @helper.cursor > 0
@helper.cursor-=1
@frame=0
self.refresh
end
return
elsif Input.triggerex?(:RIGHT) || Input.repeatex?(:RIGHT)
if @helper.cursor < self.text.scan(/./m).length
@helper.cursor+=1
@frame=0
self.refresh
end
return
elsif Input.triggerex?(:BACKSPACE) || Input.repeatex?(:BACKSPACE)
self.delete if @helper.cursor>0
return
elsif Input.triggerex?(:RETURN) || Input.triggerex?(:ESCAPE)
return
end
Input.gets.each_char { |c| insert(c) }
end
end
#===============================================================================
#
#===============================================================================
class Window_MultilineTextEntry < SpriteWindow_Base
def initialize(text,x,y,width,height)
super(x,y,width,height)
colors=getDefaultTextColors(self.windowskin)
@baseColor=colors[0]
@shadowColor=colors[1]
@helper=CharacterEntryHelper.new(text)
@firstline=0
@cursorLine=0
@cursorColumn=0
@frame=0
self.active=true
refresh
end
attr_reader :baseColor
attr_reader :shadowColor
def baseColor=(value)
@baseColor=value
refresh
end
def shadowColor=(value)
@shadowColor=value
refresh
end
def text
@helper.text
end
def maxlength
@helper.maxlength
end
def text=(value)
@helper.text=value
@textchars=nil
self.refresh
end
def maxlength=(value)
@helper.maxlength=value
@textchars=nil
self.refresh
end
def insert(ch)
@helper.cursor=getPosFromLineAndColumn(@cursorLine,@cursorColumn)
if @helper.insert(ch)
@frame=0
@textchars=nil
moveCursor(0,1)
self.refresh
return true
end
return false
end
def delete
@helper.cursor=getPosFromLineAndColumn(@cursorLine,@cursorColumn)
if @helper.delete
@frame=0
moveCursor(0,-1) # use old textchars
@textchars=nil
self.refresh
return true
end
return false
end
def getTextChars
if !@textchars
@textchars=getLineBrokenText(self.contents,@helper.text,
self.contents.width,nil)
end
return @textchars
end
def getTotalLines
textchars=getTextChars
return 1 if textchars.length==0
tchar=textchars[textchars.length-1]
return tchar[5]+1
end
def getLineY(line)
textchars=getTextChars
return 0 if textchars.length==0
totallines=getTotalLines()
line=0 if line<0
line=totallines-1 if line>=totallines
maximumY=0
for i in 0...textchars.length
thisline=textchars[i][5]
y=textchars[i][2]
return y if thisline==line
maximumY=y if maximumY<y
end
return maximumY
end
def getColumnsInLine(line)
textchars=getTextChars
return 0 if textchars.length==0
totallines=getTotalLines()
line=0 if line<0
line=totallines-1 if line>=totallines
endpos=0
for i in 0...textchars.length
thisline=textchars[i][5]
thislength=textchars[i][8]
endpos+=thislength if thisline==line
end
return endpos
end
def getPosFromLineAndColumn(line,column)
textchars=getTextChars
return 0 if textchars.length==0
totallines=getTotalLines()
line=0 if line<0
line=totallines-1 if line>=totallines
endpos=0
for i in 0...textchars.length
thisline=textchars[i][5]
thispos=textchars[i][6]
thiscolumn=textchars[i][7]
thislength=textchars[i][8]
if thisline==line
endpos=thispos+thislength
# echoln [endpos,thispos+(column-thiscolumn),textchars[i]]
if column>=thiscolumn && column<=thiscolumn+thislength && thislength>0
return thispos+(column-thiscolumn)
end
end
end
# if endpos==0
# echoln [totallines,line,column]
# echoln textchars
# end
# echoln "endpos=#{endpos}"
return endpos
end
def getLastVisibleLine
getTextChars()
textheight=[1,self.contents.text_size("X").height].max
lastVisible=@firstline+((self.height-self.borderY)/textheight)-1
return lastVisible
end
def updateCursorPos(doRefresh)
# Calculate new cursor position
@helper.cursor=getPosFromLineAndColumn(@cursorLine,@cursorColumn)
if doRefresh
@frame=0
self.refresh
end
@firstline=@cursorLine if @cursorLine<@firstline
lastVisible=getLastVisibleLine()
@firstline+=(@cursorLine-lastVisible) if @cursorLine>lastVisible
end
def moveCursor(lineOffset, columnOffset)
# Move column offset first, then lines (since column offset
# can affect line offset)
# echoln ["beforemoving",@cursorLine,@cursorColumn]
totalColumns=getColumnsInLine(@cursorLine) # check current line
totalLines=getTotalLines()
oldCursorLine=@cursorLine
oldCursorColumn=@cursorColumn
@cursorColumn+=columnOffset
if @cursorColumn<0 && @cursorLine>0
# Will happen if cursor is moved left from the beginning of a line
@cursorLine-=1
@cursorColumn=getColumnsInLine(@cursorLine)
elsif @cursorColumn>totalColumns && @cursorLine<totalLines-1
# Will happen if cursor is moved right from the end of a line
@cursorLine+=1
@cursorColumn=0
end
# Ensure column bounds
totalColumns=getColumnsInLine(@cursorLine)
@cursorColumn=totalColumns if @cursorColumn>totalColumns
@cursorColumn=0 if @cursorColumn<0 # totalColumns can be 0
# Move line offset
@cursorLine+=lineOffset
@cursorLine=0 if @cursorLine<0
@cursorLine=totalLines-1 if @cursorLine>=totalLines
# Ensure column bounds again
totalColumns=getColumnsInLine(@cursorLine)
@cursorColumn=totalColumns if @cursorColumn>totalColumns
@cursorColumn=0 if @cursorColumn<0 # totalColumns can be 0
updateCursorPos(
oldCursorLine!=@cursorLine ||
oldCursorColumn!=@cursorColumn
)
# echoln ["aftermoving",@cursorLine,@cursorColumn]
end
def update
@frame+=1
@frame%=20
self.refresh if ((@frame%10)==0)
return if !self.active
# Moving cursor
if Input.triggerex?(:UP) || Input.repeatex?(:UP)
moveCursor(-1,0)
return
elsif Input.triggerex?(:DOWN) || Input.repeatex?(:DOWN)
moveCursor(1,0)
return
elsif Input.triggerex?(:LEFT) || Input.repeatex?(:LEFT)
moveCursor(0,-1)
return
elsif Input.triggerex?(:RIGHT) || Input.repeatex?(:RIGHT)
moveCursor(0,1)
return
end
if Input.press?(Input::CTRL) && Input.triggerex?(:HOME)
# Move cursor to beginning
@cursorLine=0
@cursorColumn=0
updateCursorPos(true)
return
elsif Input.press?(Input::CTRL) && Input.triggerex?(:END)
# Move cursor to end
@cursorLine=getTotalLines()-1
@cursorColumn=getColumnsInLine(@cursorLine)
updateCursorPos(true)
return
elsif Input.triggerex?(:RETURN) || Input.repeatex?(:RETURN)
self.insert("\n")
return
elsif Input.triggerex?(:BACKSPACE) || Input.repeatex?(:BACKSPACE) # Backspace
self.delete
return
end
Input.gets.each_char{|c|insert(c)}
end
def refresh
newContents=pbDoEnsureBitmap(self.contents,self.width-self.borderX,
self.height-self.borderY)
@textchars=nil if self.contents!=newContents
self.contents=newContents
bitmap=self.contents
bitmap.clear
getTextChars
height=self.height-self.borderY
cursorcolor=Color.new(0,0,0)
textchars=getTextChars()
startY=getLineY(@firstline)
for i in 0...textchars.length
thisline=textchars[i][5]
thiscolumn=textchars[i][7]
thislength=textchars[i][8]
textY=textchars[i][2]-startY
# Don't draw lines before the first or zero-length segments
next if thisline<@firstline || thislength==0
# Don't draw lines beyond the window's height
break if textY >= height
c=textchars[i][0]
# Don't draw spaces
next if c==" "
textwidth=textchars[i][3]+4 # add 4 to prevent draw_text from stretching text
textheight=textchars[i][4]
# Draw text
pbDrawShadowText(bitmap, textchars[i][1], textY, textwidth, textheight, c, @baseColor, @shadowColor)
end
# Draw cursor
if ((@frame/10)&1) == 0
textheight=bitmap.text_size("X").height
cursorY=(textheight*@cursorLine)-startY
cursorX=0
for i in 0...textchars.length
thisline=textchars[i][5]
thiscolumn=textchars[i][7]
thislength=textchars[i][8]
if thisline==@cursorLine && @cursorColumn>=thiscolumn &&
@cursorColumn<=thiscolumn+thislength
cursorY=textchars[i][2]-startY
cursorX=textchars[i][1]
textheight=textchars[i][4]
posToCursor=@cursorColumn-thiscolumn
if posToCursor>=0
partialString=textchars[i][0].scan(/./m)[0,posToCursor].join("")
cursorX+=bitmap.text_size(partialString).width
end
break
end
end
cursorY+=4
cursorHeight=[4,textheight-4,bitmap.text_size("X").height-4].max
bitmap.fill_rect(cursorX,cursorY,2,cursorHeight,cursorcolor)
end
end
end