Files
infinitefusion-e18/Data/Scripts/016_UI/024_UI_TextEntry.rb
2021-05-21 20:05:32 +01:00

805 lines
26 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Window_CharacterEntry < Window_DrawableCommand
XSIZE=13
YSIZE=4
def initialize(charset,viewport=nil)
@viewport=viewport
@charset=charset
@othercharset=""
super(0,96,480,192)
colors=getDefaultTextColors(self.windowskin)
self.baseColor=colors[0]
self.shadowColor=colors[1]
self.columns=XSIZE
refresh
end
def setOtherCharset(value)
@othercharset=value.clone
refresh
end
def setCharset(value)
@charset=value.clone
refresh
end
def character
if self.index<0 || self.index>=@charset.length
return ""
else
return @charset[self.index]
end
end
def command
return -1 if self.index==@charset.length
return -2 if self.index==@charset.length+1
return -3 if self.index==@charset.length+2
return self.index
end
def itemCount
return @charset.length+3
end
def drawItem(index,_count,rect)
rect=drawCursor(index,rect)
if index==@charset.length # -1
pbDrawShadowText(self.contents,rect.x,rect.y,rect.width,rect.height,"[ ]",
self.baseColor,self.shadowColor)
elsif index==@charset.length+1 # -2
pbDrawShadowText(self.contents,rect.x,rect.y,rect.width,rect.height,@othercharset,
self.baseColor,self.shadowColor)
elsif index==@charset.length+2 # -3
pbDrawShadowText(self.contents,rect.x,rect.y,rect.width,rect.height,_INTL("OK"),
self.baseColor,self.shadowColor)
else
pbDrawShadowText(self.contents,rect.x,rect.y,rect.width,rect.height,@charset[index],
self.baseColor,self.shadowColor)
end
end
end
#===============================================================================
# Text entry screen - free typing.
#===============================================================================
class PokemonEntryScene
@@Characters=[
[("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz").scan(/./),"[*]"],
[("0123456789 !@\#$%^&*() ~`-_+={}[] :;'\"<>,.?/ ").scan(/./),"[A]"],
]
USEKEYBOARD=true
def pbStartScene(helptext,minlength,maxlength,initialText,subject=0,pokemon=nil)
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
if USEKEYBOARD
@sprites["entry"]=Window_TextEntry_Keyboard.new(initialText,
0,0,400-112,96,helptext,true)
Input.text_input = true
else
@sprites["entry"]=Window_TextEntry.new(initialText,0,0,400,96,helptext,true)
end
@sprites["entry"].x=(Graphics.width/2)-(@sprites["entry"].width/2)+32
@sprites["entry"].viewport=@viewport
@sprites["entry"].visible=true
@minlength=minlength
@maxlength=maxlength
@symtype=0
@sprites["entry"].maxlength=maxlength
if !USEKEYBOARD
@sprites["entry2"]=Window_CharacterEntry.new(@@Characters[@symtype][0])
@sprites["entry2"].setOtherCharset(@@Characters[@symtype][1])
@sprites["entry2"].viewport=@viewport
@sprites["entry2"].visible=true
@sprites["entry2"].x=(Graphics.width/2)-(@sprites["entry2"].width/2)
end
if minlength==0
@sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("Enter text using the keyboard. Press\nEnter to confirm, or Esc to cancel."),
32,Graphics.height-96,Graphics.width-64,96,@viewport
)
else
@sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("Enter text using the keyboard.\nPress Enter to confirm."),
32,Graphics.height-96,Graphics.width-64,96,@viewport
)
end
@sprites["helpwindow"].letterbyletter=false
@sprites["helpwindow"].viewport=@viewport
@sprites["helpwindow"].visible=USEKEYBOARD
@sprites["helpwindow"].baseColor=Color.new(16,24,32)
@sprites["helpwindow"].shadowColor=Color.new(168,184,184)
addBackgroundPlane(@sprites,"background","Naming/bg_2",@viewport)
case subject
when 1 # Player
meta=GameData::Metadata.get_player($Trainer.character_ID)
if meta
@sprites["shadow"]=IconSprite.new(0,0,@viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x=33*2
@sprites["shadow"].y=32*2
filename=pbGetPlayerCharset(meta,1,nil,true)
@sprites["subject"]=TrainerWalkingCharSprite.new(filename,@viewport)
charwidth=@sprites["subject"].bitmap.width
charheight=@sprites["subject"].bitmap.height
@sprites["subject"].x = 44*2 - charwidth/8
@sprites["subject"].y = 38*2 - charheight/4
end
when 2 # Pokémon
if pokemon
@sprites["shadow"]=IconSprite.new(0,0,@viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x=33*2
@sprites["shadow"].y=32*2
@sprites["subject"]=PokemonIconSprite.new(pokemon,@viewport)
@sprites["subject"].setOffset(PictureOrigin::Center)
@sprites["subject"].x=88
@sprites["subject"].y=54
@sprites["gender"]=BitmapSprite.new(32,32,@viewport)
@sprites["gender"].x=430
@sprites["gender"].y=54
@sprites["gender"].bitmap.clear
pbSetSystemFont(@sprites["gender"].bitmap)
textpos=[]
if pokemon.male?
textpos.push([_INTL(""),0,-6,false,Color.new(0,128,248),Color.new(168,184,184)])
elsif pokemon.female?
textpos.push([_INTL(""),0,-6,false,Color.new(248,24,24),Color.new(168,184,184)])
end
pbDrawTextPositions(@sprites["gender"].bitmap,textpos)
end
when 3 # NPC
@sprites["shadow"]=IconSprite.new(0,0,@viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x=33*2
@sprites["shadow"].y=32*2
@sprites["subject"]=TrainerWalkingCharSprite.new(pokemon.to_s,@viewport)
charwidth=@sprites["subject"].bitmap.width
charheight=@sprites["subject"].bitmap.height
@sprites["subject"].x = 44*2 - charwidth/8
@sprites["subject"].y = 38*2 - charheight/4
when 4 # Storage box
@sprites["subject"]=TrainerWalkingCharSprite.new(nil,@viewport)
@sprites["subject"].altcharset="Graphics/Pictures/Naming/icon_storage"
@sprites["subject"].animspeed=4
charwidth=@sprites["subject"].bitmap.width
charheight=@sprites["subject"].bitmap.height
@sprites["subject"].x = 44*2 - charwidth/8
@sprites["subject"].y = 26*2 - charheight/2
end
pbFadeInAndShow(@sprites)
end
def pbEntry1
ret=""
loop do
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE) && @minlength==0
ret=""
break
elsif Input.triggerex?(:RETURN) && @sprites["entry"].text.length>=@minlength
ret=@sprites["entry"].text
break
end
@sprites["helpwindow"].update
@sprites["entry"].update
@sprites["subject"].update if @sprites["subject"]
end
Input.update
return ret
end
def pbEntry2
ret=""
loop do
Graphics.update
Input.update
@sprites["helpwindow"].update
@sprites["entry"].update
@sprites["entry2"].update
@sprites["subject"].update if @sprites["subject"]
if Input.trigger?(Input::USE)
index=@sprites["entry2"].command
if index==-3 # Confirm text
ret=@sprites["entry"].text
if ret.length<@minlength || ret.length>@maxlength
pbPlayBuzzerSE()
else
pbPlayDecisionSE()
break
end
elsif index==-1 # Insert a space
if @sprites["entry"].insert(" ")
pbPlayDecisionSE()
else
pbPlayBuzzerSE()
end
elsif index==-2 # Change character set
pbPlayDecisionSE()
@symtype+=1
@symtype=0 if @symtype>=@@Characters.length
@sprites["entry2"].setCharset(@@Characters[@symtype][0])
@sprites["entry2"].setOtherCharset(@@Characters[@symtype][1])
else # Insert given character
if @sprites["entry"].insert(@sprites["entry2"].character)
pbPlayDecisionSE()
else
pbPlayBuzzerSE()
end
end
next
end
end
Input.update
return ret
end
def pbEntry
return USEKEYBOARD ? pbEntry1 : pbEntry2
end
def pbEndScene
pbFadeOutAndHide(@sprites)
pbDisposeSpriteHash(@sprites)
@viewport.dispose
Input.text_input = false if USEKEYBOARD
end
end
#===============================================================================
# Text entry screen - arrows to select letter.
#===============================================================================
class PokemonEntryScene2
@@Characters = [
[("ABCDEFGHIJ ,." + "KLMNOPQRST '-" + "UVWXYZ ♂♀" + " " + "0123456789 ").scan(/./), _INTL("UPPER")],
[("abcdefghij ,." + "klmnopqrst '-" + "uvwxyz ♂♀" + " " + "0123456789 ").scan(/./), _INTL("lower")],
[("ÀÁÂÄÃàáâäã Ææ" + "ÈÉÊË èéêë Çç" + "ÌÍÎÏ ìíîï Ññ" + "ÒÓÔÖÕòóôöõ Ýý" + "ÙÚÛÜ ùúûü ").scan(/./), _INTL("accents")],
[(",.'\":;!?¡¿ ♂♀" + "~@#*&$µ¶§ " + "()[]{}<>«» " + "+-×÷=±%¹²³¼½¾" + "^_/\\| ").scan(/./), _INTL("other")]
]
ROWS = 13
COLUMNS = 5
MODE1 = -6
MODE2 = -5
MODE3 = -4
MODE4 = -3
BACK = -2
OK = -1
class NameEntryCursor
def initialize(viewport)
@sprite = SpriteWrapper.new(viewport)
@cursortype = 0
@cursor1 = AnimatedBitmap.new("Graphics/Pictures/Naming/cursor_1")
@cursor2 = AnimatedBitmap.new("Graphics/Pictures/Naming/cursor_2")
@cursor3 = AnimatedBitmap.new("Graphics/Pictures/Naming/cursor_3")
@cursorPos = 0
updateInternal
end
def setCursorPos(value)
@cursorPos = value
end
def updateCursorPos
value = @cursorPos
case value
when PokemonEntryScene2::MODE1 # Upper case
@sprite.x = 44
@sprite.y = 120
@cursortype = 1
when PokemonEntryScene2::MODE2 # Lower case
@sprite.x = 106
@sprite.y = 120
@cursortype = 1
when PokemonEntryScene2::MODE3 # Accents
@sprite.x = 168
@sprite.y = 120
@cursortype = 1
when PokemonEntryScene2::MODE4 # Other symbols
@sprite.x = 230
@sprite.y = 120
@cursortype = 1
when PokemonEntryScene2::BACK # Back
@sprite.x = 314
@sprite.y = 120
@cursortype = 2
when PokemonEntryScene2::OK # OK
@sprite.x = 394
@sprite.y = 120
@cursortype = 2
else
if value >= 0
@sprite.x = 52 + 32 * (value % PokemonEntryScene2::ROWS)
@sprite.y = 180 + 38 * (value / PokemonEntryScene2::ROWS)
@cursortype = 0
end
end
end
def visible=(value)
@sprite.visible = value
end
def visible
@sprite.visible
end
def color=(value)
@sprite.color = value
end
def color
@sprite.color
end
def disposed?
@sprite.disposed?
end
def updateInternal
@cursor1.update
@cursor2.update
@cursor3.update
updateCursorPos
case @cursortype
when 0 then @sprite.bitmap = @cursor1.bitmap
when 1 then @sprite.bitmap = @cursor2.bitmap
when 2 then @sprite.bitmap = @cursor3.bitmap
end
end
def update
updateInternal
end
def dispose
@cursor1.dispose
@cursor2.dispose
@cursor3.dispose
@sprite.dispose
end
end
def pbStartScene(helptext,minlength,maxlength,initialText,subject=0,pokemon=nil)
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@helptext = helptext
@helper = CharacterEntryHelper.new(initialText)
# Create bitmaps
@bitmaps = []
for i in 0...@@Characters.length
@bitmaps[i] = AnimatedBitmap.new(sprintf("Graphics/Pictures/Naming/overlay_tab_#{i + 1}"))
b = @bitmaps[i].bitmap.clone
pbSetSystemFont(b)
textPos = []
for y in 0...COLUMNS
for x in 0...ROWS
pos = y * ROWS + x
textPos.push([@@Characters[i][0][pos], 44 + x * 32, 12 + y * 38, 2,
Color.new(16, 24, 32), Color.new(160, 160, 160)])
end
end
pbDrawTextPositions(b, textPos)
@bitmaps[@@Characters.length + i] = b
end
underline_bitmap = BitmapWrapper.new(24, 6)
underline_bitmap.fill_rect(2, 2, 22, 4, Color.new(168, 184, 184))
underline_bitmap.fill_rect(0, 0, 22, 4, Color.new(16, 24, 32))
@bitmaps.push(underline_bitmap)
# Create sprites
@sprites = {}
@sprites["bg"] = IconSprite.new(0, 0, @viewport)
@sprites["bg"].setBitmap("Graphics/Pictures/Naming/bg")
case subject
when 1 # Player
meta = GameData::Metadata.get_player($Trainer.character_ID)
if meta
@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x = 66
@sprites["shadow"].y = 64
filename = pbGetPlayerCharset(meta, 1, nil, true)
@sprites["subject"] = TrainerWalkingCharSprite.new(filename, @viewport)
charwidth = @sprites["subject"].bitmap.width
charheight = @sprites["subject"].bitmap.height
@sprites["subject"].x = 88 - charwidth / 8
@sprites["subject"].y = 76 - charheight / 4
end
when 2 # Pokémon
if pokemon
@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x = 66
@sprites["shadow"].y = 64
@sprites["subject"] = PokemonIconSprite.new(pokemon, @viewport)
@sprites["subject"].setOffset(PictureOrigin::Center)
@sprites["subject"].x = 88
@sprites["subject"].y = 54
@sprites["gender"] = BitmapSprite.new(32, 32, @viewport)
@sprites["gender"].x = 430
@sprites["gender"].y = 54
@sprites["gender"].bitmap.clear
pbSetSystemFont(@sprites["gender"].bitmap)
textpos = []
if pokemon.male?
textpos.push([_INTL(""), 0, -6, false, Color.new(0, 128, 248), Color.new(168, 184, 184)])
elsif pokemon.female?
textpos.push([_INTL(""), 0, -6, false, Color.new(248, 24, 24), Color.new(168, 184, 184)])
end
pbDrawTextPositions(@sprites["gender"].bitmap, textpos)
end
when 3 # NPC
@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
@sprites["shadow"].x = 66
@sprites["shadow"].y = 64
@sprites["subject"] = TrainerWalkingCharSprite.new(pokemon.to_s, @viewport)
charwidth = @sprites["subject"].bitmap.width
charheight = @sprites["subject"].bitmap.height
@sprites["subject"].x = 88 - charwidth / 8
@sprites["subject"].y = 76 - charheight / 4
when 4 # Storage box
@sprites["subject"] = TrainerWalkingCharSprite.new(nil, @viewport)
@sprites["subject"].altcharset = "Graphics/Pictures/Naming/icon_storage"
@sprites["subject"].animspeed = 4
charwidth = @sprites["subject"].bitmap.width
charheight = @sprites["subject"].bitmap.height
@sprites["subject"].x = 88 - charwidth / 8
@sprites["subject"].y = 52 - charheight / 2
end
@sprites["bgoverlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbDoUpdateOverlay
@blanks = []
@mode = 0
@minlength = minlength
@maxlength = maxlength
@maxlength.times { |i|
@sprites["blank#{i}"] = SpriteWrapper.new(@viewport)
@sprites["blank#{i}"].x = 160 + 24 * i
@sprites["blank#{i}"].bitmap = @bitmaps[@bitmaps.length - 1]
@blanks[i] = 0
}
@sprites["bottomtab"] = SpriteWrapper.new(@viewport) # Current tab
@sprites["bottomtab"].x = 22
@sprites["bottomtab"].y = 162
@sprites["bottomtab"].bitmap = @bitmaps[@@Characters.length]
@sprites["toptab"]=SpriteWrapper.new(@viewport) # Next tab
@sprites["toptab"].x = 22 - 504
@sprites["toptab"].y = 162
@sprites["toptab"].bitmap = @bitmaps[@@Characters.length + 1]
@sprites["controls"] = IconSprite.new(0, 0, @viewport)
@sprites["controls"].x = 16
@sprites["controls"].y = 96
@sprites["controls"].setBitmap(_INTL("Graphics/Pictures/Naming/overlay_controls"))
@init = true
@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbDoUpdateOverlay2
@sprites["cursor"] = NameEntryCursor.new(@viewport)
@cursorpos = 0
@refreshOverlay = true
@sprites["cursor"].setCursorPos(@cursorpos)
pbFadeInAndShow(@sprites) { pbUpdate }
end
def pbUpdateOverlay
@refreshOverlay = true
end
def pbDoUpdateOverlay2
overlay = @sprites["overlay"].bitmap
overlay.clear
modeIcon = [[_INTL("Graphics/Pictures/Naming/icon_mode"), 44 + @mode * 62, 120, @mode * 60, 0, 60, 44]]
pbDrawImagePositions(overlay, modeIcon)
end
def pbDoUpdateOverlay
return if !@refreshOverlay
@refreshOverlay = false
bgoverlay = @sprites["bgoverlay"].bitmap
bgoverlay.clear
pbSetSystemFont(bgoverlay)
textPositions = [
[@helptext, 160, 6, false, Color.new(16, 24, 32), Color.new(168, 184, 184)]
]
chars = @helper.textChars
x = 166
for ch in chars
textPositions.push([ch, x, 42, false, Color.new(16, 24, 32), Color.new(168, 184, 184)])
x += 24
end
pbDrawTextPositions(bgoverlay, textPositions)
end
def pbChangeTab(newtab = @mode + 1)
pbSEPlay("GUI naming tab swap start")
@sprites["cursor"].visible = false
@sprites["toptab"].bitmap = @bitmaps[(newtab % @@Characters.length) + @@Characters.length]
# Move bottom (old) tab down off the screen, and move top (new) tab right
# onto the screen
deltaX = 48 * 20 / Graphics.frame_rate
deltaY = 24 * 20 / Graphics.frame_rate
loop do
if @sprites["bottomtab"].y < 414
@sprites["bottomtab"].y += deltaY
@sprites["bottomtab"].y = 414 if @sprites["bottomtab"].y > 414
end
if @sprites["toptab"].x < 22
@sprites["toptab"].x += deltaX
@sprites["toptab"].x = 22 if @sprites["toptab"].x > 22
end
Graphics.update
Input.update
pbUpdate
break if @sprites["toptab"].x >= 22 && @sprites["bottomtab"].y >= 414
end
# Swap top and bottom tab around
@sprites["toptab"].x, @sprites["bottomtab"].x = @sprites["bottomtab"].x, @sprites["toptab"].x
@sprites["toptab"].y, @sprites["bottomtab"].y = @sprites["bottomtab"].y, @sprites["toptab"].y
@sprites["toptab"].bitmap, @sprites["bottomtab"].bitmap = @sprites["bottomtab"].bitmap, @sprites["toptab"].bitmap
Graphics.update
Input.update
pbUpdate
# Set the current mode
@mode = newtab % @@Characters.length
# Set the top tab up to be the next tab
newtab = @bitmaps[((@mode + 1) % @@Characters.length) + @@Characters.length]
@sprites["cursor"].visible = true
@sprites["toptab"].bitmap = newtab
@sprites["toptab"].x = 22 - 504
@sprites["toptab"].y = 162
pbSEPlay("GUI naming tab swap end")
pbDoUpdateOverlay2
end
def pbUpdate
for i in 0...@@Characters.length
@bitmaps[i].update
end
if @init || Graphics.frame_count % 5 == 0
@init = false
cursorpos = @helper.cursor
cursorpos = @maxlength - 1 if cursorpos >= @maxlength
cursorpos = 0 if cursorpos < 0
@maxlength.times { |i|
@blanks[i] = (i == cursorpos) ? 1 : 0
@sprites["blank#{i}"].y = [78, 82][@blanks[i]]
}
end
pbDoUpdateOverlay
pbUpdateSpriteHash(@sprites)
end
def pbColumnEmpty?(m)
return false if m >= ROWS - 1
chset = @@Characters[@mode][0]
COLUMNS.times do |i|
return false if chset[i * ROWS + m] != " "
end
return true
end
def wrapmod(x, y)
result = x % y
result += y if result < 0
return result
end
def pbMoveCursor
oldcursor = @cursorpos
cursordiv = @cursorpos / ROWS # The row the cursor is in
cursormod = @cursorpos % ROWS # The column the cursor is in
cursororigin = @cursorpos - cursormod
if Input.repeat?(Input::LEFT)
if @cursorpos < 0 # Controls
@cursorpos -= 1
@cursorpos = OK if @cursorpos < MODE1
else
begin
cursormod = wrapmod(cursormod - 1, ROWS)
@cursorpos = cursororigin + cursormod
end while pbColumnEmpty?(cursormod)
end
elsif Input.repeat?(Input::RIGHT)
if @cursorpos < 0 # Controls
@cursorpos += 1
@cursorpos = MODE1 if @cursorpos > OK
else
begin
cursormod = wrapmod(cursormod + 1, ROWS)
@cursorpos = cursororigin + cursormod
end while pbColumnEmpty?(cursormod)
end
elsif Input.repeat?(Input::UP)
if @cursorpos < 0 # Controls
case @cursorpos
when MODE1 then @cursorpos = ROWS * (COLUMNS - 1)
when MODE2 then @cursorpos = ROWS * (COLUMNS - 1) + 2
when MODE3 then @cursorpos = ROWS * (COLUMNS - 1) + 4
when MODE4 then @cursorpos = ROWS * (COLUMNS - 1) + 6
when BACK then @cursorpos = ROWS * (COLUMNS - 1) + 9
when OK then @cursorpos = ROWS * (COLUMNS - 1) + 11
end
elsif @cursorpos < ROWS # Top row of letters
case @cursorpos
when 0, 1 then @cursorpos = MODE1
when 2, 3 then @cursorpos = MODE2
when 4, 5 then @cursorpos = MODE3
when 6, 7 then @cursorpos = MODE4
when 8, 9, 10 then @cursorpos = BACK
when 11, 12 then @cursorpos = OK
end
else
cursordiv = wrapmod(cursordiv - 1, COLUMNS)
@cursorpos = cursordiv * ROWS + cursormod
end
elsif Input.repeat?(Input::DOWN)
if @cursorpos < 0 # Controls
case @cursorpos
when MODE1 then @cursorpos = 0
when MODE2 then @cursorpos = 2
when MODE3 then @cursorpos = 4
when MODE4 then @cursorpos = 6
when BACK then @cursorpos = 9
when OK then @cursorpos = 11
end
elsif @cursorpos >= ROWS * (COLUMNS - 1) # Bottom row of letters
case cursormod
when 0, 1 then @cursorpos = MODE1
when 2, 3 then @cursorpos = MODE2
when 4, 5 then @cursorpos = MODE3
when 6, 7 then @cursorpos = MODE4
when 8, 9, 10 then @cursorpos = BACK
else @cursorpos = OK
end
else
cursordiv = wrapmod(cursordiv + 1, COLUMNS)
@cursorpos = cursordiv * ROWS + cursormod
end
end
if @cursorpos != oldcursor # Cursor position changed
@sprites["cursor"].setCursorPos(@cursorpos)
pbPlayCursorSE
return true
end
return false
end
def pbEntry
ret = ""
loop do
Graphics.update
Input.update
pbUpdate
next if pbMoveCursor
if Input.trigger?(Input::SPECIAL)
pbChangeTab
elsif Input.trigger?(Input::ACTION)
@cursorpos = OK
@sprites["cursor"].setCursorPos(@cursorpos)
elsif Input.trigger?(Input::BACK)
@helper.delete
pbPlayCancelSE
pbUpdateOverlay
elsif Input.trigger?(Input::USE)
case @cursorpos
when BACK # Backspace
@helper.delete
pbPlayCancelSE
pbUpdateOverlay
when OK # Done
pbSEPlay("GUI naming confirm")
if @helper.length >= @minlength
ret = @helper.text
break
end
when MODE1
pbChangeTab(0) if @mode != 0
when MODE2
pbChangeTab(1) if @mode != 1
when MODE3
pbChangeTab(2) if @mode != 2
when MODE4
pbChangeTab(3) if @mode != 3
else
cursormod = @cursorpos % ROWS
cursordiv = @cursorpos / ROWS
charpos = cursordiv * ROWS + cursormod
chset = @@Characters[@mode][0]
if @helper.length >= @maxlength
@helper.delete
end
@helper.insert(chset[charpos])
pbPlayCursorSE
if @helper.length >= @maxlength
@cursorpos = OK
@sprites["cursor"].setCursorPos(@cursorpos)
end
pbUpdateOverlay
end
end
end
Input.update
return ret
end
def pbEndScene
pbFadeOutAndHide(@sprites) { pbUpdate }
for bitmap in @bitmaps
bitmap.dispose if bitmap
end
@bitmaps.clear
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end
#===============================================================================
#
#===============================================================================
class PokemonEntry
def initialize(scene)
@scene=scene
end
def pbStartScreen(helptext,minlength,maxlength,initialText,mode=-1,pokemon=nil)
@scene.pbStartScene(helptext,minlength,maxlength,initialText,mode,pokemon)
ret=@scene.pbEntry
@scene.pbEndScene
return ret
end
end
#===============================================================================
#
#===============================================================================
def pbEnterText(helptext,minlength,maxlength,initialText="",mode=0,pokemon=nil,nofadeout=false)
ret=""
if ($PokemonSystem.textinput==1 rescue false) # Keyboard
pbFadeOutIn(99999,nofadeout) {
sscene=PokemonEntryScene.new
sscreen=PokemonEntry.new(sscene)
ret=sscreen.pbStartScreen(helptext,minlength,maxlength,initialText,mode,pokemon)
}
else # Cursor
pbFadeOutIn(99999,nofadeout) {
sscene=PokemonEntryScene2.new
sscreen=PokemonEntry.new(sscene)
ret=sscreen.pbStartScreen(helptext,minlength,maxlength,initialText,mode,pokemon)
}
end
return ret
end
def pbEnterPlayerName(helptext,minlength,maxlength,initialText="",nofadeout=false)
return pbEnterText(helptext,minlength,maxlength,initialText,1,nil,nofadeout)
end
def pbEnterPokemonName(helptext,minlength,maxlength,initialText="",pokemon=nil,nofadeout=false)
return pbEnterText(helptext,minlength,maxlength,initialText,2,pokemon,nofadeout)
end
def pbEnterNPCName(helptext,minlength,maxlength,initialText="",id=0,nofadeout=false)
return pbEnterText(helptext,minlength,maxlength,initialText,3,id,nofadeout)
end
def pbEnterBoxName(helptext,minlength,maxlength,initialText="",nofadeout=false)
return pbEnterText(helptext,minlength,maxlength,initialText,4,nil,nofadeout)
end