Adding Desktop Message

Displays messages for the Desktop screen, can  be called with "@desktop"
just like how "@ed" calls ed messages.
This commit is contained in:
Michael Shirt 2016-09-22 14:34:33 -06:00
parent 851a12ada3
commit 7aade486cf
6 changed files with 231 additions and 3 deletions

208
scripts/Desktop_Message.rb Normal file
View file

@ -0,0 +1,208 @@
# Displays desktop message boxes
class Desktop_Message
HORIZ_MARGIN = 8
VERT_MARGIN = 8
HEIGHT = 160
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@sprite_bg = Sprite.new(@viewport)
@sprite_bg.bitmap = RPG::Cache.picture('cg_desktop_messagebox') #Bitmap.new(640, 480)
@sprite_bg.zoom_x = @sprite_bg.zoom_y = 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
@sprite_text.zoom_x = @sprite_text.zoom_y = 1
@viewport.z = 9999
@viewport.visible = false
@sprite_bg.opacity = 0
@sprite_text.opacity = 0
# Animation flags
@fade_in = false
@fade_out = 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_desktop_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_desktop_text.to_str
# 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 - HORIZ_MARGIN * 2
spacesize = @contents.text_size(' ')
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
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"
x = 0
y += 1
end
# Append word to list
if x == 0
text << j
else
text << ' ' << j
end
x += width + spacesize.width
end
end
widths << x if y < 4
# Prepare renderer
@contents.clear
@contents.font.color = Color.new(44, 37, 54, 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+2, 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_text.opacity -= 200
@sprite_bg.opacity -= 200
if @sprite_text.opacity <= 0
@sprite_bg.opacity = 0
@fade_out = false
@viewport.visible = false
$game_temp.message_window_showing = false
end
return
end
# Handle fade-in effect
if @fade_in
@sprite_text.opacity += 200
@sprite_bg.opacity += 200
if @sprite_text.opacity >= 255
@sprite_bg.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_desktop_text == nil
@fade_out = true if @viewport.visible
else
if !@viewport.visible
# Fade in
refresh
@viewport.visible = true
@fade_in = true
Audio.se_play("Audio/SE/pc_messagebox.wav", 90, 150)
end
end
if visible
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
terminate_message
@fade_out = true
end
end
end
#--------------------------------------------------------------------------
# * Variables
#--------------------------------------------------------------------------
def visible
@viewport.visible
end
def visible=(val)
@viewport.visible = val
end
end

View file

@ -2,4 +2,12 @@ module EdText
def self.blue_understand
Oneshot.msgbox Oneshot::Msg::YESNO, tr("Do you understand what this means?")
end
def self.info(text)
text.gsub!("\\p", $game_oneshot.player_name)
Oneshot.msgbox Oneshot::Msg::INFO, tr(text)
end
def self.yesno(text)
text.gsub!("\\p", $game_oneshot.player_name)
Oneshot.msgbox Oneshot::Msg::YESNO, tr(text)
end
end

View file

@ -15,6 +15,7 @@ class Game_Temp
attr_accessor :message_proc # message callback (Proc)
attr_accessor :message_ed_text # Ed message text
attr_accessor :message_doc_text # Text message text
attr_accessor :message_desktop_text # Desktop message text
attr_accessor :choices # show choices: text
attr_accessor :choice_cancel_type # show choices: cancel
attr_accessor :choice_proc # show choices: callback (Proc)

View file

@ -11,7 +11,7 @@ class Interpreter
#--------------------------------------------------------------------------
def command_101
# If other text has been set to message_text
if $game_temp.message_text != nil || $game_temp.message_ed_text != nil || $game_temp.message_doc_text != nil
if $game_temp.message_text != nil || $game_temp.message_ed_text != nil || $game_temp.message_doc_text != nil || $game_temp.message_desktop_text != nil
# End
return false
end
@ -69,8 +69,13 @@ class Interpreter
space = text.index(' ') || text.size
face = text[1..space-1]
if face == 'ed'
is_desktop = false
is_ed = true
elsif face == 'desktop'
is_desktop = true
is_ed = false
else
is_desktop = false
is_ed = false
$game_temp.message_face = face
end
@ -91,6 +96,8 @@ class Interpreter
$game_temp.message_ed_text = text
elsif is_doc
$game_temp.message_doc_text = text
elsif is_desktop
$game_temp.message_desktop_text = text
else
$game_temp.message_text = text
end

View file

@ -15,6 +15,7 @@ class Scene_Map
@message_window = Window_Message.new
@ed_message = Ed_Message.new
@doc_message = Doc_Message.new
@desktop_message = Desktop_Message.new
# Make menus
@menu = Window_MainMenu.new
@item_menu = Window_Item.new
@ -58,6 +59,7 @@ class Scene_Map
@message_window.dispose
@ed_message.dispose
@doc_message.dispose
@desktop_message.dispose
# Dispose of menu
@menu.dispose
@item_menu.dispose
@ -109,6 +111,7 @@ class Scene_Map
@message_window.update
@ed_message.update
@doc_message.update
@desktop_message.update
# Deactivate item
if Input.trigger?(Input::DEACTIVATE) && $game_variables[1] > 0
$game_system.se_play($data_system.cancel_se)
@ -116,7 +119,7 @@ class Scene_Map
end
# Update the menu
if @message_window.visible || @ed_message.visible || @doc_message.visible
if @message_window.visible || @ed_message.visible || @doc_message.visible || @desktop_message.visible
@item_menu_refresh = true
else
if @item_menu_refresh
@ -170,7 +173,7 @@ class Scene_Map
# Update fast travel
@fast_travel.update
# If showing message window
if $game_temp.message_window_showing || @ed_message.visible || @doc_message.visible
if $game_temp.message_window_showing || @ed_message.visible || @doc_message.visible || @desktop_message.visible
return
end
# Process menu opening

View file

@ -119,6 +119,7 @@ Puzzle_Safe
SaveLoad
Ed_Message
Doc_Message
Desktop_Message
Particles
Demo