Files
infinitefusion-e18/Data/Scripts/007_Objects and windows/004_SpriteWindow.rb

931 lines
27 KiB
Ruby

#===============================================================================
# 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
@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
@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?
@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
@disposed = true
end
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)
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.set(value.x, value.y, value.width, value.height)
else
@cursor_rect.empty
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
@sprites.each do |i|
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
else
@cursoropacity = 128
end
privRefreshCursor
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
@sprites.values.each do |i|
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.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
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?
4.times do |i|
@sprites["corner#{i}"].bitmap = @_windowskin
@sprites["scroll#{i}"].bitmap = @_windowskin
end
@sprites["pause"].bitmap = @_windowskin
@sprites["contents"].bitmap = @contents
if haveskin
4.times do |i|
@sprites["corner#{i}"].opacity = backopac
@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 = backopac
@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
["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
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
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
@spritekeys.each do |i|
@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 &&
@_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
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
4.times do |i|
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
@spritekeys.each do |k|
sprite = @sprites[k]
sprite.zoom_x = 1.0
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.zoom_x = 1.0
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
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!(/\.[^\.\/\\]+$/, "")
end
self.loadSkinFile("#{@resolvedFrame}.txt") if @resolvedFrame != ""
end
end
def setSkin(skin) # Filename of windowskin to apply. Supports XP, VX, and animated skins.
@customskin&.dispose
@customskin = nil
resolvedName = pbResolveBitmap(skin)
return if nil_or_empty?(resolvedName)
@customskin = AnimatedBitmap.new(resolvedName)
RPG::Cache.retain(resolvedName)
__setWindowskin(@customskin.bitmap)
if self.skinformat == 1
skinbase = resolvedName.sub(/\.[^\.\/\\]+$/, "")
self.loadSkinFile("#{skinbase}.txt")
end
end
def setSystemFrame
@customskin&.dispose
@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
@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
@sysframe.dispose
@customskin&.dispose
super
end
end