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rpgskeleton/Scripts/RPG/Window_Message.rb

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2014-04-23 21:59:50 -07:00
# -*- coding: utf-8 -*-
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, window_height)
self.z = 200
self.openness = 0
create_all_windows
create_back_bitmap
create_back_sprite
clear_instance_variables
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# * Get Window Height
#--------------------------------------------------------------------------
def window_height
fitting_height(visible_line_number)
end
#--------------------------------------------------------------------------
# * Clear Instance Variables
#--------------------------------------------------------------------------
def clear_instance_variables
@fiber = nil # Fiber
@background = 0 # Background type
@position = 2 # Display position
clear_flags
end
#--------------------------------------------------------------------------
# * Clear Flag
#--------------------------------------------------------------------------
def clear_flags
@show_fast = false # Fast forward flag
@line_show_fast = false # Fast forward by line flag
@pause_skip = false # Input standby omission flag
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
super
dispose_all_windows
dispose_back_bitmap
dispose_back_sprite
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_all_windows
update_back_sprite
update_fiber
end
#--------------------------------------------------------------------------
# * Update Fiber
#--------------------------------------------------------------------------
def update_fiber
if @fiber
@fiber.resume
elsif $game_message.busy? && !$game_message.scroll_mode
@fiber = Fiber.new { fiber_main }
@fiber.resume
else
$game_message.visible = false
end
end
#--------------------------------------------------------------------------
# * Create All Windows
#--------------------------------------------------------------------------
def create_all_windows
@gold_window = Window_Gold.new
@gold_window.x = Graphics.width - @gold_window.width
@gold_window.y = 0
@gold_window.openness = 0
@choice_window = Window_ChoiceList.new(self)
@number_window = Window_NumberInput.new(self)
@item_window = Window_KeyItem.new(self)
end
#--------------------------------------------------------------------------
# * Create Background Bitmap
#--------------------------------------------------------------------------
def create_back_bitmap
@back_bitmap = Bitmap.new(width, height)
rect1 = Rect.new(0, 0, width, 12)
rect2 = Rect.new(0, 12, width, height - 24)
rect3 = Rect.new(0, height - 12, width, 12)
@back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
@back_bitmap.fill_rect(rect2, back_color1)
@back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
end
#--------------------------------------------------------------------------
# * Get Background Color 1
#--------------------------------------------------------------------------
def back_color1
Color.new(0, 0, 0, 160)
end
#--------------------------------------------------------------------------
# * Get Background Color 2
#--------------------------------------------------------------------------
def back_color2
Color.new(0, 0, 0, 0)
end
#--------------------------------------------------------------------------
# * Create Background Sprite
#--------------------------------------------------------------------------
def create_back_sprite
@back_sprite = Sprite.new
@back_sprite.bitmap = @back_bitmap
@back_sprite.visible = false
@back_sprite.z = z - 1
end
#--------------------------------------------------------------------------
# * Free All Windows
#--------------------------------------------------------------------------
def dispose_all_windows
@gold_window.dispose
@choice_window.dispose
@number_window.dispose
@item_window.dispose
end
#--------------------------------------------------------------------------
# * Free Background Bitmap
#--------------------------------------------------------------------------
def dispose_back_bitmap
@back_bitmap.dispose
end
#--------------------------------------------------------------------------
# * Free Background Sprite
#--------------------------------------------------------------------------
def dispose_back_sprite
@back_sprite.dispose
end
#--------------------------------------------------------------------------
# * Update All Windows
#--------------------------------------------------------------------------
def update_all_windows
@gold_window.update
@choice_window.update
@number_window.update
@item_window.update
end
#--------------------------------------------------------------------------
# * Update Background Sprite
#--------------------------------------------------------------------------
def update_back_sprite
@back_sprite.visible = (@background == 1)
@back_sprite.y = y
@back_sprite.opacity = openness
@back_sprite.update
end
#--------------------------------------------------------------------------
# * Main Processing of Fiber
#--------------------------------------------------------------------------
def fiber_main
$game_message.visible = true
update_background
update_placement
loop do
process_all_text if $game_message.has_text?
process_input
$game_message.clear
@gold_window.close
Fiber.yield
break unless text_continue?
end
close_and_wait
$game_message.visible = false
@fiber = nil
end
#--------------------------------------------------------------------------
# * Update Window Background
#--------------------------------------------------------------------------
def update_background
@background = $game_message.background
self.opacity = @background == 0 ? 255 : 0
end
#--------------------------------------------------------------------------
# * Update Window Position
#--------------------------------------------------------------------------
def update_placement
@position = $game_message.position
self.y = @position * (Graphics.height - height) / 2
@gold_window.y = y > 0 ? 0 : Graphics.height - @gold_window.height
end
#--------------------------------------------------------------------------
# * Process All Text
#--------------------------------------------------------------------------
def process_all_text
open_and_wait
text = convert_escape_characters($game_message.all_text)
pos = {}
new_page(text, pos)
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
#--------------------------------------------------------------------------
# * Input Processing
#--------------------------------------------------------------------------
def process_input
if $game_message.choice?
input_choice
elsif $game_message.num_input?
input_number
elsif $game_message.item_choice?
input_item
else
input_pause unless @pause_skip
end
end
#--------------------------------------------------------------------------
# * Open Window and Wait for It to Fully Open
#--------------------------------------------------------------------------
def open_and_wait
open
Fiber.yield until open?
end
#--------------------------------------------------------------------------
# * Close Window and Wait for It to Fully Close
#--------------------------------------------------------------------------
def close_and_wait
close
Fiber.yield until all_close?
end
#--------------------------------------------------------------------------
# * Determine if All Windows Are Fully Closed
#--------------------------------------------------------------------------
def all_close?
close? && @choice_window.close? &&
@number_window.close? && @item_window.close?
end
#--------------------------------------------------------------------------
# * Determine Whether to Continue Displaying Text
#--------------------------------------------------------------------------
def text_continue?
$game_message.has_text? && !settings_changed?
end
#--------------------------------------------------------------------------
# * Determine if Background and Position Changed
#--------------------------------------------------------------------------
def settings_changed?
@background != $game_message.background ||
@position != $game_message.position
end
#--------------------------------------------------------------------------
# * Wait
#--------------------------------------------------------------------------
def wait(duration)
duration.times { Fiber.yield }
end
#--------------------------------------------------------------------------
# * Update Fast Forward Flag
#--------------------------------------------------------------------------
def update_show_fast
@show_fast = true if Input.trigger?(:C)
end
#--------------------------------------------------------------------------
# * Wait After Output of One Character
#--------------------------------------------------------------------------
def wait_for_one_character
update_show_fast
Fiber.yield unless @show_fast || @line_show_fast
end
#--------------------------------------------------------------------------
# * New Page
#--------------------------------------------------------------------------
def new_page(text, pos)
contents.clear
draw_face($game_message.face_name, $game_message.face_index, 0, 0)
reset_font_settings
pos[:x] = new_line_x
pos[:y] = 0
pos[:new_x] = new_line_x
pos[:height] = calc_line_height(text)
clear_flags
end
#--------------------------------------------------------------------------
# * Get New Line Position
#--------------------------------------------------------------------------
def new_line_x
$game_message.face_name.empty? ? 0 : 112
end
#--------------------------------------------------------------------------
# * Normal Character Processing
#--------------------------------------------------------------------------
def process_normal_character(c, pos)
super
wait_for_one_character
end
#--------------------------------------------------------------------------
# * New Line Character Processing
#--------------------------------------------------------------------------
def process_new_line(text, pos)
@line_show_fast = false
super
if need_new_page?(text, pos)
input_pause
new_page(text, pos)
end
end
#--------------------------------------------------------------------------
# * Determine if New Page Is Needed
#--------------------------------------------------------------------------
def need_new_page?(text, pos)
pos[:y] + pos[:height] > contents.height && !text.empty?
end
#--------------------------------------------------------------------------
# * New Page Character Processing
#--------------------------------------------------------------------------
def process_new_page(text, pos)
text.slice!(/^\n/)
input_pause
new_page(text, pos)
end
#--------------------------------------------------------------------------
# * Icon Drawing Process by Control Characters
#--------------------------------------------------------------------------
def process_draw_icon(icon_index, pos)
super
wait_for_one_character
end
#--------------------------------------------------------------------------
# * Control Character Processing
# code : the core of the control character
# e.g. "C" in the case of the control character \C[1].
# text : character string buffer in drawing processing (destructive)
# pos : draw position {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_escape_character(code, text, pos)
case code.upcase
when '$'
@gold_window.open
when '.'
wait(15)
when '|'
wait(60)
when '!'
input_pause
when '>'
@line_show_fast = true
when '<'
@line_show_fast = false
when '^'
@pause_skip = true
else
super
end
end
#--------------------------------------------------------------------------
# * Input Pause Processing
#--------------------------------------------------------------------------
def input_pause
self.pause = true
wait(10)
Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C)
Input.update
self.pause = false
end
#--------------------------------------------------------------------------
# * Choice Input Processing
#--------------------------------------------------------------------------
def input_choice
@choice_window.start
Fiber.yield while @choice_window.active
end
#--------------------------------------------------------------------------
# * Number Input Processing
#--------------------------------------------------------------------------
def input_number
@number_window.start
Fiber.yield while @number_window.active
end
#--------------------------------------------------------------------------
# * Item Selection Processing
#--------------------------------------------------------------------------
def input_item
@item_window.start
Fiber.yield while @item_window.active
end
end