Files
infinitefusion-e18/Data/Scripts/007_Objects and windows/002_MessageConfig.rb
2025-05-08 22:59:30 -04:00

820 lines
26 KiB
Ruby

#===============================================================================
#
#===============================================================================
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)
MALE_TEXT_MAIN_COLOR = Color.new(48, 80, 200) # Used by message tag "\b"
MALE_TEXT_SHADOW_COLOR = Color.new(208, 208, 200)
FEMALE_TEXT_MAIN_COLOR = Color.new(224, 8, 8) # Used by message tag "\r"
FEMALE_TEXT_SHADOW_COLOR = Color.new(208, 208, 200)
FONT_NAME = "Power Green"
FONT_SIZE = 27
FONT_Y_OFFSET = 8
SMALL_FONT_NAME = "Power Green Small"
SMALL_FONT_SIZE = 21
SMALL_FONT_Y_OFFSET = 8
NARROW_FONT_NAME = "Power Green Narrow"
NARROW_FONT_SIZE = 27
NARROW_FONT_Y_OFFSET = 8
# 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 # Time in seconds between two characters
@@systemFrame = nil
@@defaultTextSkin = nil
@@textSpeed = nil
@@systemFont = nil
@@smallFont = nil
@@narrowFont = nil
module_function
def pbDefaultSystemFrame
if $PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[$PokemonSystem.frame]) || ""
else
return pbResolveBitmap("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[0]) || ""
end
end
def pbDefaultSpeechFrame
if $PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/" + Settings::SPEECH_WINDOWSKINS[$PokemonSystem.textskin]) || ""
else
return pbResolveBitmap("Graphics/Windowskins/" + Settings::SPEECH_WINDOWSKINS[0]) || ""
end
end
def pbDefaultWindowskin
skin = ($data_system) ? $data_system.windowskin_name : nil
if skin && skin != ""
skin = pbResolveBitmap("Graphics/Windowskins/" + skin) || ""
end
skin = pbResolveBitmap("Graphics/System/Window") if nil_or_empty?(skin)
skin = pbResolveBitmap("Graphics/Windowskins/001-Blue01") if nil_or_empty?(skin)
return skin || ""
end
def pbGetSystemFrame
if !@@systemFrame
skin = MessageConfig.pbDefaultSystemFrame
skin = MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
@@systemFrame = skin || ""
end
return @@systemFrame
end
def pbGetSpeechFrame
if !@@defaultTextSkin
skin = MessageConfig.pbDefaultSpeechFrame
skin = MessageConfig.pbDefaultWindowskin if nil_or_empty?(skin)
@@defaultTextSkin = skin || ""
end
return @@defaultTextSkin
end
def pbSetSystemFrame(value)
@@systemFrame = pbResolveBitmap(value) || ""
end
def pbSetSpeechFrame(value)
@@defaultTextSkin = pbResolveBitmap(value) || ""
end
#-----------------------------------------------------------------------------
def pbDefaultTextSpeed
return ($PokemonSystem) ? pbSettingToTextSpeed($PokemonSystem.textspeed) : pbSettingToTextSpeed(nil)
end
def pbGetTextSpeed
@@textSpeed = pbDefaultTextSpeed if !@@textSpeed
return @@textSpeed
end
def pbSetTextSpeed(value)
@@textSpeed = value
end
# Text speed is the delay in seconds between two adjacent characters being
# shown.
def pbSettingToTextSpeed(speed)
case speed
when 0 then return 4 / 80.0 # Slow
when 1 then return 2 / 80.0 # Medium
when 2 then return 1 / 80.0 # Fast
when 3 then return 0 # Instant
end
return TEXT_SPEED || (2 / 80.0) # Normal
end
#-----------------------------------------------------------------------------
def pbDefaultSystemFontName
return MessageConfig.pbTryFonts(FONT_NAME)
end
def pbDefaultSmallFontName
return MessageConfig.pbTryFonts(SMALL_FONT_NAME)
end
def pbDefaultNarrowFontName
return MessageConfig.pbTryFonts(NARROW_FONT_NAME)
end
def pbGetSystemFontName
@@systemFont = pbDefaultSystemFontName if !@@systemFont
return @@systemFont
end
def pbGetSmallFontName
@@smallFont = pbDefaultSmallFontName if !@@smallFont
return @@smallFont
end
def pbGetNarrowFontName
@@narrowFont = pbDefaultNarrowFontName if !@@narrowFont
return @@narrowFont
end
def pbSetSystemFontName(value)
@@systemFont = MessageConfig.pbTryFonts(value)
@@systemFont = MessageConfig.pbDefaultSystemFontName if @@systemFont == ""
end
def pbSetSmallFontName(value)
@@smallFont = MessageConfig.pbTryFonts(value)
@@smallFont = MessageConfig.pbDefaultSmallFontName if @@smallFont == ""
end
def pbSetNarrowFontName(value)
@@narrowFont = MessageConfig.pbTryFonts(value)
@@narrowFont = MessageConfig.pbDefaultNarrowFontName if @@narrowFont == ""
end
def pbTryFonts(*args)
args.each do |a|
next if !a
case a
when String
return a if Font.exist?(a)
when Array
a.each do |aa|
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 || 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)
return if !cmdwindow
if msgwindow
height = [cmdwindow.height, Graphics.height - msgwindow.height].min
cmdwindow.height = height if cmdwindow.height != height
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
end
# internal function
def pbRepositionMessageWindow(msgwindow, linecount = 2)
msgwindow.height = (32 * linecount) + msgwindow.borderY
msgwindow.y = (Graphics.height) - (msgwindow.height)
case $game_system&.message_position || 2
when 0 # top
msgwindow.y = 0
when 1 # middle
msgwindow.y = (Graphics.height - msgwindow.height) / 2
when 2 # bottom
msgwindow.y = Graphics.height - msgwindow.height
end
msgwindow.opacity = 0 if ($game_system&.message_frame || 0) != 0
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
msgwindow.y = event.screen_y + 24 if msgwindow.y < 0
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 = g = 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)
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 get_text_colors_for_windowskin(windowskin, color, isDarkSkin)
# VX windowskin
if windowskin && !windowskin.disposed? && windowskin.width == 128 && windowskin.height == 128
color = 0 if color >= 32
x = 64 + ((color % 8) * 8)
y = 96 + ((color / 8) * 8)
pixel = windowskin.get_pixel(x, y)
return pixel, pixel.get_contrast_color
end
# No windowskin or not a VX windowskin
# Base color, shadow color (these are reversed on dark windowskins)
# Values in arrays are RGB numbers
textcolors = [
[ 0, 112, 248], [120, 184, 232], # 1 Blue
[232, 32, 16], [248, 168, 184], # 2 Red
[ 96, 176, 72], [174, 208, 144], # 3 Green
[ 72, 216, 216], [168, 224, 224], # 4 Cyan
[208, 56, 184], [232, 160, 224], # 5 Magenta
[232, 208, 32], [248, 232, 136], # 6 Yellow
[160, 160, 168], [208, 208, 216], # 7 Gray
[240, 240, 248], [200, 200, 208], # 8 White
[114, 64, 232], [184, 168, 224], # 9 Purple
[248, 152, 24], [248, 200, 152], # 10 Orange
MessageConfig::DARK_TEXT_MAIN_COLOR,
MessageConfig::DARK_TEXT_SHADOW_COLOR, # 11 Dark default
MessageConfig::LIGHT_TEXT_MAIN_COLOR,
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 MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR
end
# Light background, dark text
return MessageConfig::DARK_TEXT_MAIN_COLOR, MessageConfig::DARK_TEXT_SHADOW_COLOR
end
# Special colour as listed above
if isDarkSkin && color != 12 # Dark background, light text
if textcolors[2 * (color - 1)].is_a?(Color)
return textcolors[(2 * (color - 1)) + 1], textcolors[2 * (color - 1)]
end
return Color.new(*textcolors[(2 * (color - 1)) + 1]), Color.new(*textcolors[2 * (color - 1)])
end
# Light background, dark text
if textcolors[2 * (color - 1)].is_a?(Color)
return textcolors[2 * (color - 1)], textcolors[(2 * (color - 1)) + 1]
end
return Color.new(*textcolors[2 * (color - 1)]), Color.new(*textcolors[(2 * (color - 1)) + 1])
end
def getDefaultTextColors(windowskin)
# VX windowskin
if windowskin && !windowskin.disposed? && windowskin.width == 128 && windowskin.height == 128
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
# No windowskin or not a VX windowskin
if isDarkWindowskin(windowskin)
return MessageConfig::LIGHT_TEXT_MAIN_COLOR, MessageConfig::LIGHT_TEXT_SHADOW_COLOR # White
end
return MessageConfig::DARK_TEXT_MAIN_COLOR, MessageConfig::DARK_TEXT_SHADOW_COLOR # Dark gray
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
bitmap = Bitmap.new([1, dwidth].max, [1, dheight].max)
(oldfont) ? bitmap.font = oldfont : pbSetSystemFont(bitmap)
bitmap.font.shadow = false if 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
bitmap.text_offset_y = MessageConfig::FONT_Y_OFFSET
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
bitmap.text_offset_y = MessageConfig::SMALL_FONT_Y_OFFSET
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
bitmap.text_offset_y = MessageConfig::NARROW_FONT_Y_OFFSET
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 = {}
sprites.each do |i|
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
colors.each do |i|
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)
windows&.each do |i|
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
sprites.each_key do |i|
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)
duration = 0.1 # In seconds
col = Color.new(0, 0, 0, 0)
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
viewport.z = z
timer_start = System.uptime
loop do
col.set(0, 0, 0, lerp(0, 255, duration, timer_start, System.uptime))
viewport.color = col
Graphics.update
Input.update
break if col.alpha == 255
end
pbPushFade
begin
val = 0
val = yield if block_given?
nofadeout = true if val == 99999 # Ugly hack used by Town Map in the Bag/Pokégear
ensure
pbPopFade
if !nofadeout
timer_start = System.uptime
loop do
col.set(0, 0, 0, lerp(255, 0, duration, timer_start, System.uptime))
viewport.color = col
Graphics.update
Input.update
break if col.alpha == 0
end
end
viewport.dispose
end
end
def pbFadeOutInWithUpdate(sprites, z = 99999, nofadeout = false)
duration = 0.4 # In seconds
col = Color.new(0, 0, 0, 0)
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
viewport.z = z
timer_start = System.uptime
loop do
col.set(0, 0, 0, lerp(0, 255, duration, timer_start, System.uptime))
viewport.color = col
pbUpdateSpriteHash(sprites)
Graphics.update
Input.update
break if col.alpha == 255
end
pbPushFade
begin
yield if block_given?
ensure
pbPopFade
if !nofadeout
timer_start = System.uptime
loop do
col.set(0, 0, 0, lerp(255, 0, duration, timer_start, System.uptime))
viewport.color = col
pbUpdateSpriteHash(sprites)
Graphics.update
Input.update
break if col.alpha == 0
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) do
yield
$game_system.bgm_position = pos
$game_system.bgm_resume(playingBGM)
$game_system.bgs_resume(playingBGS)
end
end
def pbFadeOutAndHide(sprites)
duration = 0.4 # In seconds
col = Color.new(0, 0, 0, 0)
visiblesprites = {}
pbDeactivateWindows(sprites) do
timer_start = System.uptime
loop do
col.alpha = lerp(0, 255, duration, timer_start, System.uptime)
pbSetSpritesToColor(sprites, col)
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
break if col.alpha == 255
end
end
sprites.each do |i|
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)
duration = 0.4 # In seconds
col = Color.new(0, 0, 0, 0)
if visiblesprites
visiblesprites.each do |i|
if i[1] && sprites[i[0]] && !pbDisposed?(sprites[i[0]])
sprites[i[0]].visible = true
end
end
end
pbDeactivateWindows(sprites) do
timer_start = System.uptime
loop do
col.alpha = lerp(255, 0, duration, timer_start, System.uptime)
pbSetSpritesToColor(sprites, col)
(block_given?) ? yield : pbUpdateSpriteHash(sprites)
break if col.alpha == 0
end
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
activeStatuses.each_key do |k|
if 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 = {}
sprites.each do |i|
if 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/UI/ 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/UI/#{background}")
if bitmapName.nil?
# Plane should exist in any case
sprites[planename].bitmap = nil
sprites[planename].visible = false
else
sprites[planename].setBitmap(bitmapName)
sprites.each_value do |spr|
spr.windowskin = nil if spr.is_a?(Window)
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/UI/ 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/UI/#{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)
sprites.each_value do |spr|
spr.windowskin = nil if spr.is_a?(Window)
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
#===============================================================================
# Ensure required method definitions.
#===============================================================================
if !defined?(_INTL)
def _INTL(*args)
string = args[0].clone
(1...args.length).each { |i| string.gsub!(/\{#{i}\}/, args[i].to_s) }
return string
end
end
if !defined?(_ISPRINTF)
def _ISPRINTF(*args)
string = args[0].clone
(1...args.length).each do |i|
string.gsub!(/\{#{i}\:([^\}]+?)\}/) { |m| next sprintf("%" + $1, args[i]) }
end
return string
end
end
if !defined?(_MAPINTL)
def _MAPINTL(*args)
string = args[1].clone
(2...args.length).each { |i| string.gsub!(/\{#{i}\}/, args[i + 1].to_s) }
return string
end
end