mkxp/scripts/Window_Message.rb

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2015-11-17 20:35:51 +00:00
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
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BLIP_TIME = 4
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#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(16, 336, 608, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 210
# Animation flags
@fade_in = false
@fade_out = false
@opaque = true # set to false if we're not rendering the window bg
@text_pause = 0
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@blip = 0
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# Text drawing flags
@text = nil
@text_y = @text_x = 0
@drawing_text = false # set to true when message text is drawing
# Number/Choices
self.active = false
self.index = -1
@choice_start = -1
@number_start = -1
# skip message proc if we have choices/numbers buffered
@skip_message_proc = false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
# Call message callback
if !@skip_message_proc && $game_temp.message_proc != nil
$game_temp.message_proc.call
$game_temp.message_proc = nil
end
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_face = nil
if @choice_start >= 0
$game_temp.choices = nil
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
elsif @number_start >= 0
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
end
# Reset state
@text = nil
@choice_start = -1
@number_start = -1
@skip_message_proc = false
self.active = false
self.pause = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh: Load new message text and pre-process it
#--------------------------------------------------------------------------
def refresh
# Initialize
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@blip = BLIP_TIME
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@text = ''
y = -1
# Pre-process text
if $game_temp.message_text != nil && !$game_temp.message_text.empty?
text = $game_temp.message_text
# Substitute variables, actors, player name, newlines, etc
text.gsub!(/\\v\[([0-9]+)\]/) do
$game_variables[$1.to_i]
end
text.gsub!(/\\n\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
text.gsub!("\\p", $game_oneshot.player_name)
text.gsub!("\\n", "\n")
# Handle text-rendering escape sequences
text.gsub!(/\\c\[([0-9]+)\]/, "\0[\\1]")
text.gsub!("\\.", "\001")
text.gsub!("\\|", "\002")
# Finally convert the backslash back
text.gsub!("\\\\", "\\")
# Now split text into lines by measuring text metrics
x = y = 0
maxwidth = self.contents.width - 4 - ($game_temp.message_face == nil ? 0 : 96)
spacewidth = self.contents.text_size(' ').width
for i in text.split(' ')
# Split each word around newlines
newline = false
for j in i.split("\n")
# Handle newline
if newline
@text << "\n"
x = 0
y += 1
break if y >= 4
else
newline = true
end
# Get width of this word and see if it goes out of bounds
width = self.contents.text_size(j.gsub(/(\000\[[0-9]+\]|\001|\002)/, '')).width
if x + width > maxwidth
@text << "\n"
x = 0
y += 1
break if y >= 4
end
# Append word to list
if x == 0
@text << j
else
@text << ' ' << j
end
x += width + spacewidth
end
break if y >= 4
end
end
# Prepare renderer
self.contents.clear
self.contents.font.color = normal_color
@text_y = @text_x = 0
# Blit face graphic
if $game_temp.message_face != nil
face = RPG::Cache.face($game_temp.message_face)
self.contents.blt(self.contents.width - 96, 0, face, Rect.new(0, 0, 96, 96))
end
if $game_temp.choices != nil
# Prepare choices, if they fit
if $game_temp.choices.size + y < 4
@choice_start = y + 1
@item_max = $game_temp.choices.size
else
# Don't call the message callback till we can show all the choices
@skip_message_proc = true
end
elsif $game_temp.num_input_variable_id > 0
# Prepare number input, if it fits
if y < 3
@number_start = y + 1
else
# Don't call the message callback till we get a number
@skip_message_proc = true
end
end
end
#--------------------------------------------------------------------------
# * Tick: render a new character to the message box
#--------------------------------------------------------------------------
def tick
return if @text_pause > 0
# Don't do anything if we're done
return if !@drawing_text
# Get 1 text character in c (loop until unable to get text)
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while ((c = @text.slice!(0)) != nil)
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# \n
if c == "\n"
@text_x = 0
@text_y += 1
next
end
# \c[n]
if c == "\000"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
next
end
# \.
if c == "\001"
# Pause
@text_pause = 10
return
end
# \|
if c == "\002"
# Pause
@text_pause = 10*4
return
end
# Draw text
self.contents.draw_text(4 + @text_x, 24 * @text_y, 40, 24, c)
# Add x to drawn text width
@text_x += self.contents.text_size(c).width
break
end
# If text is empty, set up choices/numbers and indicate that we're done
if @text.empty?
@drawing_text = false
if @choice_start >= 0
# Setup and draw choices
self.index = 0
self.active = true
self.contents.font.color = normal_color
$game_temp.choices.each_with_index do |choice, i|
self.contents.draw_text(12, 24 * (@choice_start + i), self.contents.width, 24, choice)
end
elsif @number_start >= 0
# Setup numbers
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + @number_start * 24
end
end
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = 160
when 2 # down
self.y = 336
end
end
if $game_system.message_frame == 0
@opaque = true
else
@opaque = false
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Handle fade-out effect
if @fade_out
self.opacity -= 48
self.contents_opacity -= 48*2
if self.opacity == 0
@fade_out = false
self.visible = false
self.contents.clear
$game_temp.message_window_showing = false
end
return
end
# Handle fade-in effect
if @fade_in
self.opacity += 48 if @opaque
self.contents_opacity += 48
if @input_number_window != nil
@input_number_window.contents_opacity += 48
end
if self.contents_opacity == 255
@fade_in = false
@drawing_text = true
$game_temp.message_window_showing = true
end
return
end
# Message is over and should be hidden or advanced to next
if @text == nil
if $game_temp.message_text == nil && $game_temp.choices == nil && $game_temp.num_input_digits_max == 0
@fade_out = true if self.visible
else
reset_window
refresh
Graphics.frame_reset
if self.visible
# Continue drawing text
@drawing_text = true
else
# Fade in
self.visible = true
self.opacity = 0
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
end
end
return
end
# Update message text
if @drawing_text
if @text_pause > 0
@text_pause -= 1
else
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if @blip >= BLIP_TIME
Audio.se_play('Audio/SE/text.wav', 70) unless @text.empty?
@blip = 0
else
@blip += 1
end
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tick
end
else
# Handle user input
if @choice_start >= 0
# Cancel
if Input.trigger?(Input::CANCEL) && $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
# Confirm
if Input.trigger?(Input::ACTION)
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
terminate_message
end
elsif @number_start >= 0
@input_number_window.update
# Confirm
if Input.trigger?(Input::ACTION)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
else
# Show pause/continue sign
self.pause = true
# Advance/Close message
if Input.trigger?(Input::ACTION)
terminate_message
end
end
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = @choice_start + @index
width = self.contents.width - 8 - ($game_temp.message_face == nil ? 0 : 96)
self.cursor_rect.set(4, n * 24, width, 24)
else
self.cursor_rect.empty
end
end
end