#=============================================================================== # #=============================================================================== 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 @spritekeys.each do |i| @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) @cursoropacity = 255 @pause = false @pauseopacity = 255 @pauseframe = 0 privRefresh(true) end def dispose if !self.disposed? @sprites.each do |i| i[1]&.dispose @sprites[i[0]] = nil end @sidebitmaps.each_with_index do |bitmap, i| bitmap&.dispose @sidebitmaps[i] = nil end @blankcontents.dispose @cursorbitmap&.dispose @backbitmap&.dispose @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 @spritekeys.each do |i| @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.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.set(value.x, value.y, value.width, value.height) else @cursor_rect.empty 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? @sprites.each do |i| i[1].flash(color, duration) end end def update return if disposed? mustchange = false if @active cursor_time = System.uptime / 0.4 if cursor_time.to_i.even? @cursoropacity = lerp(255, 128, 0.4, cursor_time % 2) else @cursoropacity = lerp(128, 255, 0.4, (cursor_time - 1) % 2) end mustchange = true if !@cursor_rect.empty? else mustchange = true if @cursoropacity != 128 @cursoropacity = 128 end if @pause @pauseframe = (System.uptime * 5).to_i % 4 # 4 frames, 5 frames per second @pauseopacity = [@pauseopacity + 64, 255].min mustchange = true end privRefresh if mustchange @sprites.each do |i| i[1].update end end #----------------------------------------------------------------------------- private def ensureBitmap(bitmap, dwidth, dheight) if !bitmap || bitmap.disposed? || bitmap.width < dwidth || bitmap.height < dheight bitmap&.dispose 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 4.times do |i| @sprites["corner#{i}"].bitmap = @_windowskin @sprites["scroll#{i}"].bitmap = @_windowskin end @sprites["pause"].bitmap = @_windowskin @sprites["contents"].bitmap = @contents if @_windowskin && !@_windowskin.disposed? 4.times do |i| @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 ["back", "cursor", "pause", "contents"].each do |i| @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 4.times do |i| @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 @sprites.each do |i| 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 4.times do |i| dwidth = [0, 3].include?(i) ? @width - 32 : 16 dheight = [0, 3].include?(i) ? 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 @spritekeys.each do |k| sprite = @sprites[k] sprite.zoom_y = 1.0 end else opn = @openness / 255.0 @spritekeys.each do |k| sprite = @sprites[k] ratio = (@height <= 0) ? 0 : (sprite.y - @y) / @height.to_f sprite.zoom_y = opn sprite.oy = 0 sprite.y = (@y + (@height / 2.0) + (@height * ratio * opn) - (@height / 2 * opn)).floor end end i = 0 # Ensure Z order @spritekeys.each do |k| sprite = @sprites[k] y = sprite.y sprite.y = i sprite.oy = (sprite.zoom_y <= 0) ? 0 : (i - y) / sprite.zoom_y end end end