Title screen adaptive

This commit is contained in:
Issac332 2026-07-16 19:58:05 +03:00
parent af900611f9
commit 24bc4c644e
2 changed files with 49 additions and 27 deletions

View file

@ -41,7 +41,7 @@ module Graphics
def self.adapted_file(path, extention = ".png")
file_tag = RESOLUTIONS[Settings[:resolution] || 999]&.[](:file_tag) || ""
if File.exist?(path + file_tag + extention)
path + file_tag
return path + file_tag
end
path
end

View file

@ -5,8 +5,9 @@
#==============================================================================
class Scene_Title
MENU_X = Graphics.width - 150
MENU_Y = Graphics.height - 100
MENU_X = 150
MENU_Y = 100
ENTRY_HEIGHT = 25
SDLVer = "#{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}"
SunshineVer = "0.1.1-dev"
@ -54,8 +55,10 @@ class Scene_Title
end
@sprite.x = Graphics.width / 2
@sprite.y = Graphics.height / 2
@sprite.ox = @sprite.bitmap.width / 2
@sprite.oy = @sprite.bitmap.height / 2
px = (Graphics.width / 1920.0)
py = (Graphics.height / 1080.0)
@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
RPG::Mod.exec_hooks("hooks/Scene_Title/init", binding)
@ -71,19 +74,26 @@ class Scene_Title
# Create/render menu options
@menu = Sprite.new(@viewport)
@menu.z += 1
@menu.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit"))
@menu.bitmap = Bitmap.new(MENU_X, MENU_Y)
@menu.bitmap.draw_text(0, 0, MENU_X, ENTRY_HEIGHT - 1, tr("Start"))
@menu.bitmap.draw_text(0, ENTRY_HEIGHT, MENU_X, ENTRY_HEIGHT - 1, tr("Settings"))
@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 2, MENU_X, ENTRY_HEIGHT - 1, tr("Exit"))
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 150, 24, tr("..."))
end
@menu.x = Graphics.width - MENU_X
@menu.y = Graphics.height - MENU_Y
@debug = Sprite.new(@viewport)
@debug.x = 5
@debug.y = 5
@debug.z += 1
@debug.visible = Settings[:debug_text_scene_title] || false
@debug.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@debug.bitmap.draw_text(5, 5, 200, 20, tr("Ruby #{RUBY_VERSION}"))
@debug.bitmap.draw_text(5, 25, 200, 20, tr("SDL #{SDLVer}"))
@debug.bitmap.draw_text(5, 45, 200, 20, tr("Sunshine #{SunshineVer}"))
@debug.bitmap.draw_text(5, 65, 200, 20, tr("sec_#{Sunshine::SECURITYSTATE}"))
@debug.bitmap = Bitmap.new(200, ENTRY_HEIGHT * 6)
@debug.bitmap.draw_text(0, 0, 200, ENTRY_HEIGHT, tr("Ruby #{RUBY_VERSION}"))
@debug.bitmap.draw_text(0, ENTRY_HEIGHT, 200, ENTRY_HEIGHT, tr("SDL #{SDLVer}"))
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 2, 200, ENTRY_HEIGHT, tr("Sunshine #{SunshineVer}"))
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 200, ENTRY_HEIGHT, tr("sec_#{Sunshine::SECURITYSTATE}"))
jit_text = "JIT: unsupported"
if defined?(RubyVM::YJIT) && RubyVM::YJIT.enabled?
jit_text = "JIT: YJIT"
@ -92,29 +102,40 @@ class Scene_Title
elsif defined?(RubyVM::RJIT) && RubyVM::RJIT.enabled?
jit_text = "JIT: RJIT"
end
@debug.bitmap.draw_text(5, 85, 200, 20, tr(jit_text))
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 4, 200, ENTRY_HEIGHT, tr(jit_text))
if ModLoader::IS_ENABLED
@debug.bitmap.draw_text(5, 65, 200, 20, tr("Mods loaded: #{ModLoader::COUNT}"))
end
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 5, 200, ENTRY_HEIGHT, tr("Mods loaded: #{ModLoader::COUNT}"))
end
Language.register_text_sprite(self.class.name + "_contents", @menu.bitmap)
# Make cursor graphic
@cursor = Sprite.new(@viewport)
@cursor.zoom_x = @cursor.zoom_y = 2
@cursor.bitmap
@cursor.z += 2
@cursor.bitmap = RPG::Cache.menu('cursor')
@cursor.x = MENU_X - 12
@cursor.y = MENU_Y + (20 - @cursor.bitmap.height) / 2
@cursor.zoom_x = @cursor.zoom_y = 2
@cursor.z += 2
@cursor.x = Graphics.width - MENU_X - 12
@cursor.y = Graphics.height - MENU_Y + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2 - 2
# Initialize cursor position
@cursor_pos = 0.0
@update_connection = Graphics.viewport_resized do |w, h|
@viewport.rect.width = w
@viewport.rect.height = h
@menu.x = w - MENU_X
@menu.y = h - MENU_Y
@cursor.x = w - MENU_X - 12
@cursor.y = ((h - MENU_Y).to_f + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2.0 + ENTRY_HEIGHT * @cursor_pos - 2)
@sprite.x = w / 2
@sprite.y = h / 2
px = (Graphics.width / 1920.0)
py = (Graphics.height / 1080.0)
@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
end
# Play title BGM
if File.exist?("badend.lock")
@ -145,6 +166,7 @@ class Scene_Title
# Prepare for transition
Graphics.freeze
# Dispose of title graphic
@update_connection.disconnect
@sprite.bitmap.dispose
@sprite.dispose
@menu.bitmap.dispose
@ -176,7 +198,7 @@ class Scene_Title
# Handle cursor movement
if !@window_settings_title.visible
@cursor.y = (MENU_Y.to_f + (20.0 - @cursor.bitmap.height.to_f) / 2.0 + 25.5 * @cursor_pos) * 0.65 + @cursor.y.to_f * 0.35
@cursor.y = ((Graphics.height - MENU_Y).to_f + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2.0 + ENTRY_HEIGHT * @cursor_pos - 2) * 0.65 + @cursor.y.to_f * 0.35
update_cursor = false
if Input.trigger?(Input::UP)
if @cursor_pos > 0