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