mkxp/scripts/Ed_Message.rb

233 lines
6.2 KiB
Ruby

# Displays Ed message boxes
class Ed_Message
HEIGHT = 160
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@sprite_bg = Sprite.new(@viewport)
@sprite_bg.bitmap = RPG::Cache.menu('ed')
@sprite_bg.blend_type = 2
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(640, HEIGHT)
@sprite_text.bitmap = @contents
@sprite_text.y = (480 - HEIGHT) / 2
@sprite_bg.z = 0
@sprite_text.z = 1
@viewport.z = 9999
@viewport.visible = false
# Sprite visibility
@sprite_bg.opacity = 0
@sprite_text.opacity = 0
# Animation flags
@fade_in = false
@fade_out = false
@fade_in_text = false
@fade_out_text = false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
@contents.dispose
@sprite_bg.dispose
@sprite_text.dispose
@viewport.dispose
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
$game_temp.message_ed_text = nil
end
#--------------------------------------------------------------------------
# * Refresh: Load new message text and pre-process it
#--------------------------------------------------------------------------
def refresh
# Initialize
text = ''
y = -1
widths = []
# Pre-process text
text_raw = $game_temp.message_ed_text
# Substitute variables, actors, player name, newlines, etc
text_raw.gsub!(/\\v\[([0-9]+)\]/) do
$game_variables[$1.to_i]
end
text_raw.gsub!(/\\n\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
text_raw.gsub!("\\p", $game_oneshot.player_name)
text_raw.gsub!("\\n", "\n")
# Handle text-rendering escape sequences
text_raw.gsub!(/\\c\[([0-9]+)\]/, "\000[\\1]")
# Finally convert the backslash back
text_raw.gsub!("\\\\", "\\")
# Now split text into lines by measuring text metrics
x = y = 0
maxwidth = @contents.width - 4
spacewidth = @contents.text_size(' ').width
for i in text_raw.split(/ /)
# Split each word around newlines
newline = false
for j in i.split("\n")
# Handle newline
if newline
text << "\n"
widths << x
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 = @contents.text_size(j.gsub(/\000\[[0-9]+\]/, '')).width
if x + width > maxwidth
text << "\n"
widths << x
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
widths << x if y < 4
# Prepare renderer
@contents.clear
@contents.font.color = Color.new(255, 255, 255, 255)
y_top = (HEIGHT - widths.length * 24) / 2
x = (640 - widths[0]) / 2
y = 0
# Get 1 text character in c (loop until unable to get text)
while ((c = text.slice!(/./m)) != nil)
# \n
if c == "\n"
y += 1
x = (640 - widths[y]) / 2
next
end
# \c[n]
if c == "\000"
# Change text color
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
@contents.font.color = Window_Base.text_color(color)
end
# go to next text
next
end
# Draw text
@contents.draw_text(x, y_top + y * 24, 40, 24, c)
# Add x to drawn text width
x += @contents.text_size(c).width
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Handle fade-out effect
if @fade_out
@sprite_bg.opacity -= 20
@sprite_text.opacity -= 20
if @sprite_bg.opacity == 0
@fade_out = false
@fade_out_text = false
@viewport.visible = false
$game_temp.message_window_showing = false
end
return
end
# Handle fade-in effect
if @fade_in
@sprite_bg.opacity += 20
@sprite_text.opacity += 20
if @sprite_text.opacity == 255
@fade_in = false
$game_temp.message_window_showing = true
end
return
end
# Message is over and should be hidden or advanced to next
if $game_temp.message_ed_text == nil
@fade_out = true if @viewport.visible
else
if !@viewport.visible
# Fade in bg & text
refresh
@viewport.visible = true
@sprite_bg.opacity = 0
@sprite_text.opacity = 0
@fade_in = true
end
end
# Handle fade-out text effect
if @fade_out_text
@sprite_text.opacity -= 40
if @sprite_text.opacity == 0
@fade_out_text = false
@fade_in_text = true
refresh
end
return
end
# Handle fade-in text effect
if @fade_in_text
@sprite_text.opacity += 40
if @sprite_text.opacity == 255
@fade_in_text = false
end
return
end
if visible
if Input.trigger?(Input::ACTION)
terminate_message
@fade_out_text = true
end
end
end
#--------------------------------------------------------------------------
# * Variables
#--------------------------------------------------------------------------
def visible
@viewport.visible
end
def visible=(val)
@viewport.visible = val
end
end