Files
infinitefusion-e18/Data/Scripts/009_Objects and windows/012_TextEntry.rb
2020-09-28 21:07:54 +01:00

1634 lines
46 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
#===============================================================================
#
#===============================================================================
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::A)
if @helper.cursor > 0
@helper.cursor -= 1
@frame = 0
self.refresh
end
elsif Input.repeat?(Input::RIGHT) && Input.press?(Input::A)
if @helper.cursor < self.text.scan(/./m).length
@helper.cursor += 1
@frame = 0
self.refresh
end
elsif Input.repeat?(Input::B) # 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
#===============================================================================
#
#===============================================================================
def getLineBrokenText(bitmap,value,width,dims)
x=0
y=0
textheight=0
ret=[]
if dims
dims[0]=0
dims[1]=0
end
line=0
position=0
column=0
return ret if !bitmap || bitmap.disposed? || width<=0
textmsg=value.clone
ret.push(["",0,0,0,bitmap.text_size("X").height,0,0,0,0])
while ((c = textmsg.slice!(/\n|(\S*([ \r\t\f]?))/)) != nil)
break if c==""
length=c.scan(/./m).length
ccheck=c
if ccheck=="\n"
ret.push(["\n",x,y,0,textheight,line,position,column,0])
x=0
y+=(textheight==0) ? bitmap.text_size("X").height : textheight
line+=1
textheight=0
column=0
position+=length
ret.push(["",x,y,0,textheight,line,position,column,0])
next
end
words=[ccheck]
for i in 0...words.length
word=words[i]
if word && word!=""
textSize=bitmap.text_size(word)
textwidth=textSize.width
if x>0 && x+textwidth>=width-2
# Zero-length word break
ret.push(["",x,y,0,textheight,line,position,column,0])
x=0
column=0
y+=(textheight==0) ? bitmap.text_size("X").height : textheight
line+=1
textheight=0
end
textheight=[textheight,textSize.height].max
ret.push([word,x,y,textwidth,textheight,line,position,column,length])
x+=textwidth
dims[0]=x if dims && dims[0]<x
end
end
position+=length
column+=length
end
dims[1]=y+textheight if dims
return ret
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.repeat?(Input::UP)
moveCursor(-1,0)
return
elsif Input.repeat?(Input::DOWN)
moveCursor(1,0)
return
elsif Input.repeat?(Input::LEFT)
moveCursor(0,-1)
return
elsif Input.repeat?(Input::RIGHT)
moveCursor(0,1)
return
end
if !@peekMessage
@peekMessage = Win32API.new("user32.dll","PeekMessage","pliii","i") rescue nil
end
if @peekMessage
msg=[0,0,0,0,0,0,0].pack("V*")
retval=@peekMessage.call(msg,0,0x102,0x102,1)
if retval!=0
p "WM_CHAR #{msg[2]}"
end
end
if Input.press?(Input::CTRL) && Input.trigger?(Input::HOME)
# Move cursor to beginning
@cursorLine=0
@cursorColumn=0
updateCursorPos(true)
return
elsif Input.press?(Input::CTRL) && Input.trigger?(Input::ENDKEY)
# Move cursor to end
@cursorLine=getTotalLines()-1
@cursorColumn=getColumnsInLine(@cursorLine)
updateCursorPos(true)
return
elsif Input.repeat?(Input::ENTER)
self.insert("\n")
return
elsif Input.repeat?(Input::BACKSPACE) # Backspace
self.delete
return
end
# Letter keys
for i in 65..90
if Input.repeatex?(i)
shift=(Input.press?(Input::SHIFT)) ? 0x41 : 0x61
insert((shift+i-65).chr)
return
end
end
# Number keys
shifted=")!@\#$%^&*("
unshifted="0123456789"
for i in 48..57
if Input.repeatex?(i)
insert((Input.press?(Input::SHIFT)) ? shifted[i-48].chr : unshifted[i-48].chr)
return
end
end
keys=[
[32," "," "],
[106,"*","*"],
[107,"+","+"],
[109,"-","-"],
[111,"/","/"],
[186,";",":"],
[187,"=","+"],
[188,",","<"],
[189,"-","_"],
[190,".",">"],
[191,"/","?"],
[219,"[","{"],
[220,"\\","|"],
[221,"]","}"],
[222,"'","\""]
]
for i in keys
if Input.repeatex?(i[0])
insert((Input.press?(Input::SHIFT)) ? i[2] : i[1])
return
end
end
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
#===============================================================================
#
#===============================================================================
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.repeat?(Input::LEFT)
if @helper.cursor > 0
@helper.cursor-=1
@frame=0
self.refresh
end
return
elsif Input.repeat?(Input::RIGHT)
if @helper.cursor < self.text.scan(/./m).length
@helper.cursor+=1
@frame=0
self.refresh
end
return
elsif Input.repeat?(Input::BACKSPACE)
self.delete if @helper.cursor>0
return
elsif Input.trigger?(Input::ENTER) || Input.trigger?(Input::ESC)
return
end
if !@toUnicode
@toUnicode = Win32API.new("user32.dll","ToUnicode","iippii","i") rescue nil
@mapVirtualKey = Win32API.new("user32.dll","MapVirtualKey","ii","i") rescue nil
@getKeyboardState = Win32API.new("user32.dll","GetKeyboardState","p","i") rescue nil
end
if @getKeyboardState
kbs = "\0"*256
@getKeyboardState.call(kbs)
kbcount = 0
for i in 3...256
next if !Input.triggerex?(i)
vsc = @mapVirtualKey.call(i,0)
buf = "\0"*8
ret = @toUnicode.call(i,vsc,kbs,buf,4,0)
next if ret<=0
b = buf.unpack("v*")
for j in 0...ret
if buf[j]<=0x7F
insert(buf[j].chr)
elsif buf[j]<=0x7FF
insert((0xC0|((buf[j]>>6)&0x1F)).chr+(0x80|(buf[j]&0x3F)).chr)
else
str = (0xE0|((buf[j]>>12)&0x0F)).chr
str += (0x80|((buf[j]>>6)&0x3F)).chr
str += (0x80|(buf[j]&0x3F)).chr
insert(str)
end
kbcount += 1
end
end
return if kbcount>0
end
# Letter keys
for i in 65..90
if Input.repeatex?(i)
shift=(Input.press?(Input::SHIFT)) ? 0x41 : 0x61
insert((shift+i-65).chr)
return
end
end
# Number keys
shifted = ")!@\#$%^&*("
unshifted = "0123456789"
for i in 48..57
if Input.repeatex?(i)
insert((Input.press?(Input::SHIFT)) ? shifted[i-48].chr : unshifted[i-48].chr)
return
end
end
keys = [
[32," "," "],
[106,"*","*"],
[107,"+","+"],
[109,"-","-"],
[111,"/","/"],
[186,";",":"],
[187,"=","+"],
[188,",","<"],
[189,"-","_"],
[190,".",">"],
[191,"/","?"],
[219,"[","{"],
[221,"]","}"],
[222,"'","\""]
]
for i in keys
if Input.repeatex?(i[0])
insert((Input.press?(Input::SHIFT)) ? i[2] : i[1])
return
end
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)
$fullInputUpdate = true
else
@sprites["entry"]=Window_TextEntry.new(initialText,0,0,400,96,helptext,true)
end
@sprites["entry"].x=(Graphics.width/2)-(@sprites["entry"].width/2)+32
@sprites["entry"].viewport=@viewport
@sprites["entry"].visible=true
@minlength=minlength
@maxlength=maxlength
@symtype=0
@sprites["entry"].maxlength=maxlength
if !USEKEYBOARD
@sprites["entry2"]=Window_CharacterEntry.new(@@Characters[@symtype][0])
@sprites["entry2"].setOtherCharset(@@Characters[@symtype][1])
@sprites["entry2"].viewport=@viewport
@sprites["entry2"].visible=true
@sprites["entry2"].x=(Graphics.width/2)-(@sprites["entry2"].width/2)
end
if minlength==0
@sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("Enter text using the keyboard. Press\nEnter to confirm, or Esc to cancel."),
32,Graphics.height-96,Graphics.width-64,96,@viewport
)
else
@sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("Enter text using the keyboard.\nPress Enter to confirm."),
32,Graphics.height-96,Graphics.width-64,96,@viewport
)
end
@sprites["helpwindow"].letterbyletter=false
@sprites["helpwindow"].viewport=@viewport
@sprites["helpwindow"].visible=USEKEYBOARD
@sprites["helpwindow"].baseColor=Color.new(16,24,32)
@sprites["helpwindow"].shadowColor=Color.new(168,184,184)
addBackgroundPlane(@sprites,"background","Naming/bg_2",@viewport)
case subject
when 1 # Player
meta=pbGetMetadata(0,MetadataPlayerA+$PokemonGlobal.playerID)
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(""),0,0,false,Color.new(0,128,248),Color.new(168,184,184)])
elsif pokemon.female?
textpos.push([_INTL(""),0,0,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.trigger?(Input::ESC) && @minlength==0
ret=""
break
elsif Input.trigger?(Input::ENTER) && @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::C)
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
$fullInputUpdate = false
pbFadeOutAndHide(@sprites)
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end
#===============================================================================
# Text entry screen - arrows to select letter.
#===============================================================================
class PokemonEntryScene2
@@Characters = [
[("ABCDEFGHIJ ,."+"KLMNOPQRST '-"+"UVWXYZ ♂♀"+" "+"0123456789 ").scan(/./),_INTL("UPPER")],
[("abcdefghij ,."+"klmnopqrst '-"+"uvwxyz ♂♀"+" "+"0123456789 ").scan(/./),_INTL("lower")],
[(",.:;!? ♂♀ "+"\"'()<>[] "+"~@#%*&$ "+"+-=^_/\\| "+" ").scan(/./),_INTL("other")],
]
ROWS = 13
COLUMNS = 5
MODE1 = -5
MODE2 = -4
MODE3 = -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
if value==PokemonEntryScene2::MODE1 # Upper case
@sprite.x=48
@sprite.y=120
@cursortype=1
elsif value==PokemonEntryScene2::MODE2 # Lower case
@sprite.x=112
@sprite.y=120
@cursortype=1
elsif value==PokemonEntryScene2::MODE3 # Other symbols
@sprite.x=176
@sprite.y=120
@cursortype=1
elsif value==PokemonEntryScene2::BACK # Back
@sprite.x=312
@sprite.y=120
@cursortype=2
elsif value==PokemonEntryScene2::OK # OK
@sprite.x=392
@sprite.y=120
@cursortype=2
elsif value>=0
@sprite.x=52+32*(value%PokemonEntryScene2::ROWS)
@sprite.y=180+38*(value/PokemonEntryScene2::ROWS)
@cursortype=0
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; @sprite.bitmap=@cursor1.bitmap
when 1; @sprite.bitmap=@cursor2.bitmap
when 2; @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)
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@helptext=helptext
@helper=CharacterEntryHelper.new(initialText)
@bitmaps=[
AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_1"),
AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_2"),
AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_3")
]
@bitmaps[3]=@bitmaps[0].bitmap.clone
@bitmaps[4]=@bitmaps[1].bitmap.clone
@bitmaps[5]=@bitmaps[2].bitmap.clone
for i in 0...3
pos=0
pbSetSystemFont(@bitmaps[i+3])
textPos=[]
for y in 0...COLUMNS
for x in 0...ROWS
textPos.push([@@Characters[i][0][pos],44+x*32,18+y*38,2,
Color.new(16,24,32), Color.new(160,160,160)])
pos+=1
end
end
pbDrawTextPositions(@bitmaps[i+3],textPos)
end
@bitmaps[6]=BitmapWrapper.new(24,6)
@bitmaps[6].fill_rect(2,2,22,4,Color.new(168,184,184))
@bitmaps[6].fill_rect(0,0,22,4,Color.new(16,24,32))
@sprites["bg"]=IconSprite.new(0,0,@viewport)
@sprites["bg"].setBitmap("Graphics/Pictures/Naming/bg")
case subject
when 1 # Player
meta=pbGetMetadata(0,MetadataPlayerA+$PokemonGlobal.playerID)
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(""),0,0,false,Color.new(0,128,248),Color.new(168,184,184)])
elsif pokemon.female?
textpos.push([_INTL(""),0,0,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
@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}"].bitmap=@bitmaps[6]
@sprites["blank#{i}"].x=160+24*i
@blanks[i]=0
}
@sprites["bottomtab"]=SpriteWrapper.new(@viewport) # Current tab
@sprites["bottomtab"].x=22
@sprites["bottomtab"].y=162
@sprites["bottomtab"].bitmap=@bitmaps[0+3]
@sprites["toptab"]=SpriteWrapper.new(@viewport) # Next tab
@sprites["toptab"].x=22-504
@sprites["toptab"].y=162
@sprites["toptab"].bitmap=@bitmaps[1+3]
@sprites["controls"]=IconSprite.new(0,0,@viewport)
@sprites["controls"].setBitmap(_INTL("Graphics/Pictures/Naming/overlay_controls"))
@sprites["controls"].x=16
@sprites["controls"].y=96
@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"),48+@mode*64,120,@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,160,12,false,Color.new(16,24,32),Color.new(168,184,184)]
]
chars=@helper.textChars
x=166
for ch in chars
textPositions.push([ch,x,48,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%3)+3]
# 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)%3
# Set the top tab up to be the next tab
newtab = @bitmaps[((@mode+1)%3)+3]
@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...3
@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]
return (
chset[m]==" " &&
chset[m+((ROWS-1))]==" " &&
chset[m+((ROWS-1)*2)]==" " &&
chset[m+((ROWS-1)*3)]==" "
)
end
def wrapmod(x,y)
result=x%y
result+=y if result<0
return result
end
def pbMoveCursor
oldcursor=@cursorpos
cursordiv=@cursorpos/ROWS
cursormod=@cursorpos%ROWS
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; @cursorpos = ROWS*(COLUMNS-1)
when MODE2; @cursorpos = ROWS*(COLUMNS-1)+2
when MODE3; @cursorpos = ROWS*(COLUMNS-1)+4
when BACK; @cursorpos = ROWS*(COLUMNS-1)+8
when OK; @cursorpos = ROWS*(COLUMNS-1)+11
end
elsif @cursorpos<ROWS # Top row of letters
case @cursorpos
when 0,1; @cursorpos = MODE1
when 2,3; @cursorpos = MODE2
when 4,5,6; @cursorpos = MODE3
when 7,8,9,10; @cursorpos = BACK
when 11,12; @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; @cursorpos = 0
when MODE2; @cursorpos = 2
when MODE3; @cursorpos = 4
when BACK; @cursorpos = 8
when OK; @cursorpos = 11
end
elsif @cursorpos>=ROWS*(COLUMNS-1) # Bottom row of letters
case @cursorpos
when ROWS*(COLUMNS-1),ROWS*(COLUMNS-1)+1
@cursorpos = MODE1
when ROWS*(COLUMNS-1)+2,ROWS*(COLUMNS-1)+3
@cursorpos = MODE2
when ROWS*(COLUMNS-1)+4,ROWS*(COLUMNS-1)+5,ROWS*(COLUMNS-1)+6
@cursorpos = MODE3
when ROWS*(COLUMNS-1)+7,ROWS*(COLUMNS-1)+8,ROWS*(COLUMNS-1)+9,ROWS*(COLUMNS-1)+10
@cursorpos = BACK
when ROWS*(COLUMNS-1)+11,ROWS*(COLUMNS-1)+12
@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
else
return false
end
end
def pbEntry
ret=""
loop do
Graphics.update
Input.update
pbUpdate
next if pbMoveCursor
if Input.trigger?(Input::F5)
pbChangeTab
elsif Input.trigger?(Input::A)
@cursorpos = OK
@sprites["cursor"].setCursorPos(@cursorpos)
elsif Input.trigger?(Input::B)
@helper.delete
pbPlayCancelSE()
pbUpdateOverlay
elsif Input.trigger?(Input::C)
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
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
#===============================================================================
# Interpreter functions for naming the player
#===============================================================================
class Interpreter
def command_303
if $Trainer
$Trainer.name=pbEnterPlayerName(_INTL("Your name?"),1,@parameters[1],$Trainer.name)
return true
end
if $game_actors && $data_actors && $data_actors[@parameters[0]] != nil
# Set battle abort flag
$game_temp.battle_abort = true
pbFadeOutIn {
sscene=PokemonEntryScene.new
sscreen=PokemonEntry.new(sscene)
$game_actors[@parameters[0]].name=sscreen.pbStartScreen(
_INTL("Enter {1}'s name.",$game_actors[@parameters[0]].name),
1,@parameters[1],$game_actors[@parameters[0]].name)
}
end
return true
end
end
class Game_Interpreter
def command_303
if $Trainer
$Trainer.name=pbEnterPlayerName(_INTL("Your name?"),1,@params[1],$Trainer.name)
return true
end
if $game_actors && $data_actors && $data_actors[@params[0]] != nil
# Set battle abort flag
pbFadeOutIn {
sscene=PokemonEntryScene.new
sscreen=PokemonEntry.new(sscene)
$game_actors[@params[0]].name=sscreen.pbStartScreen(
_INTL("Enter {1}'s name.",$game_actors[@params[0]].name),
1,@params[1],$game_actors[@params[0]].name)
}
end
return true
end
end
#===============================================================================
#
#===============================================================================
def pbEnterText(helptext,minlength,maxlength,initialText="",mode=0,pokemon=nil,nofadeout=false)
ret=""
if ($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
def pbFreeText(msgwindow,currenttext,passwordbox,maxlength,width=240)
window=Window_TextEntry_Keyboard.new(currenttext,0,0,width,64)
ret=""
window.maxlength=maxlength
window.visible=true
window.z=99999
pbPositionNearMsgWindow(window,msgwindow,:right)
window.text=currenttext
window.passwordChar="*" if passwordbox
$fullInputUpdate = true
loop do
Graphics.update
Input.update
if Input.trigger?(Input::ESC)
ret=currenttext
break
elsif Input.trigger?(Input::ENTER)
ret=window.text
break
end
window.update
msgwindow.update if msgwindow
yield if block_given?
end
$fullInputUpdate = false
window.dispose
Input.update
return ret
end
def pbMessageFreeText(message,currenttext,passwordbox,maxlength,width=240,&block)
msgwindow=pbCreateMessageWindow
retval=pbMessageDisplay(msgwindow,message,true,
proc { |msgwindow|
next pbFreeText(msgwindow,currenttext,passwordbox,maxlength,width,&block)
},&block)
pbDisposeMessageWindow(msgwindow)
return retval
end