Merge branch 'master' into master

This commit is contained in:
Vinyl Darkscratch 2017-05-07 21:49:38 -07:00 committed by GitHub
commit a091b53f69
23 changed files with 204 additions and 56 deletions

4
.gitignore vendored
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@ -22,8 +22,10 @@ __pycache__
object_script.*
rpgscript.bat
rpgscript - mklang.bat
oneshot_JA_2_merge.pot
xScripts.rxdata
.qmake.stash
CMakeCache.txt
CMakeFiles/
CMakeFiles/

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@ -1,4 +1,5 @@
#!/usr/bin/ruby
#encoding: utf-8
require 'get_pomo'
require 'zlib'
@ -11,10 +12,16 @@ end
src_file = ARGV[0]
dst_file = ARGV[1]
po = GetPomo::PoFile.parse(File.read(src_file))
po = GetPomo::PoFile.parse(File.read(src_file, :encoding => 'utf-8'))
File.open(dst_file, 'wb') do |file|
file.write(Marshal.dump(po.map do |t|
[Zlib.crc32(t.msgid), t.msgstr]
id = t.msgid
msg = t.msgstr
id = id.gsub("\\\\","\\")
id = id.gsub("\\\"", "\"")
msg = msg.gsub("\\\\","\\")
msg = msg.gsub("\\\"", "\"")
[Zlib.crc32(id), msg]
end.to_h))
end

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@ -17,6 +17,7 @@ class Credits_Message
end
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(320, 240)
Language.register_text_sprite(self.class.name + "_contents", @contents)
@contents.font.size = 16
@sprite_text.bitmap = @contents
@sprite_bg.z = 0

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@ -14,6 +14,7 @@ class Desktop_Message
@sprite_bg.zoom_x = @sprite_bg.zoom_y = 2
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(640, HEIGHT)
Language.register_text_sprite(self.class.name + "_contents", @contents)
@sprite_text.bitmap = @contents
@sprite_text.y = (480 - HEIGHT) / 2
@sprite_bg.z = 0

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@ -20,6 +20,7 @@ class Doc_Message
#@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 128))
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(200, 216)
Language.register_text_sprite(self.class.name + "_contents", @contents)
@contents.font.size = 16
@sprite_text.bitmap = @contents
@sprite_text.x = 120

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@ -25,9 +25,14 @@ module EdText
sleep 0.2
end
result = nil
# so here, we strip unescaped newlines from the untranslated text
# for the translator to find the right string. Then from the
# translated text, we replace escaped newlines with empty strings.
# yeah.
text = Language.tr(text.to_s.gsub(/\s*\n\s*/, " ").strip)
.to_s.gsub(/\s*\\n\s*/, "").strip
thread = Thread.new do
result = Oneshot.msgbox(type, text
.gsub(/\s+\n\s+/, " ")
.gsub("\\p", $game_oneshot.player_name) +
" " * 10)
# HACK: Fuck

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@ -11,6 +11,7 @@ class Ed_Message
@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 128))
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(640, HEIGHT)
Language.register_text_sprite(self.class.name + "_contents", @contents)
@sprite_text.bitmap = @contents
@sprite_text.y = (480 - HEIGHT) / 2
@sprite_bg.z = 0

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@ -11,6 +11,7 @@ class FastTravel
@bg.bitmap = Bitmap.new(640, 480)
@bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 128))
@title = Sprite.new(@viewport)
Language.register_text_sprite(self.class.name + "_title", @title)
@title.bitmap = Bitmap.new(320, TITLE_MARGIN)
@title.bitmap.font.size = 40
@title.y = TITLE_TOP_MARGIN

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@ -58,7 +58,15 @@ class Game_Picture
# blend_type : blend method
#--------------------------------------------------------------------------
def show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
@name = name
# Localization: check if this picture exists
# in the appropriate language folder, else
# default to the base graphics folder
translation_name = "#{$persistent.langcode}/#{name}"
if File.exists?("Graphics/Pictures/#{translation_name}.png")
@name = translation_name
else
@name = name
end
@origin = origin
@x = x.to_f
@y = y.to_f

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@ -19,6 +19,10 @@ class Interpreter
# Create full text string
choices = false
text = @list[@index].parameters[0].strip
# Translate text
text = Language.tr(text).clone
if text.start_with?('$')
is_doc = true
text.slice!(0)
@ -31,11 +35,11 @@ class Interpreter
# 401: another line of text
if @list[@index+1].code == 401
@index += 1
text << " " << @list[@index].parameters[0].rstrip
text << " " << Language.tr(@list[@index].parameters[0].rstrip).clone
elsif @list[@index+1].code == 101 && (is_doc || is_credits)
# 101: Another message box
# Tack on if we're a doc
new_text = @list[@index+1].parameters[0].strip
new_text = Language.tr(@list[@index+1].parameters[0].strip).clone
if new_text.start_with?('$')
text << "\n\n" << new_text[1..-1]
@index += 1
@ -64,9 +68,7 @@ class Interpreter
end
text.gsub!(/\s*\\n\s*/, '\\n')
text.strip!
# Translate text
text = Language.tr(text).clone
text = Language.tr(text)
# Parse first line for portrait specifier
if text[0,1] == '@'

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@ -16,7 +16,6 @@ begin
# Load persistent data
Persistent.load
$persistent.lang = 'ja'
# Prepare for transition
Graphics.freeze

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@ -38,6 +38,10 @@ class Persistent
end
Language.set(@lang)
end
def langcode
self.lang.full.to_s
end
# MARSHAL
def marshal_dump
@ -49,7 +53,7 @@ class Persistent
# Save/Load global instance of persistent
FILE_NAME = Oneshot::SAVE_PATH + '/persistent.dat'
def self.save
def save
File.open(FILE_NAME, 'wb') do |file|
Marshal.dump($persistent, file)
end

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@ -163,7 +163,7 @@ def load_perma_flags
begin
read_perma_flags(PERMA_FLAGS_NAME)
rescue TypeError => e
rescue TypeError, ArgumentError => e
puts "oops: #{e.message}"
EdText.err("p-settings.dat corrupt. Attempting to load backup.")
for i in 1..6
@ -177,7 +177,7 @@ def load_perma_flags
begin
read_perma_flags(Oneshot::SAVE_PATH + "/save_backups/p-settings" + (i).to_s + ".bk")
break
rescue TypeError => e2
rescue TypeError, ArgumentError => e2
puts "oops: #{e2.message}"
EdText.err("p-settings" + (i).to_s + ".bk corrupt. Attempting to load backup.")
end
@ -210,7 +210,7 @@ def real_load
#load save data
begin
load(SAVE_FILE_NAME)
rescue TypeError => e
rescue TypeError, ArgumentError => e
puts "oops: #{e.message}"
EdText.err("save.dat corrupt. Attempting to load backup.")
for i in 1..6
@ -224,7 +224,7 @@ def real_load
begin
load(Oneshot::SAVE_PATH + "/save_backups/save" + (i).to_s + ".bk")
break
rescue TypeError => e2
rescue TypeError, ArgumentError => e2
puts "oops: #{e2.message}"
EdText.err("save" + (i).to_s + ".bk corrupt. Attempting to load backup.")
end

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@ -98,7 +98,7 @@ class Scene_Map
# either telling them they can't quit during a cutscene
# or telling them they're saving and quitting
if $game_system.map_interpreter.running?
EdText.info("You cannot perform this action during cutscenes.")
EdText.info(tr("You cannot perform this action during cutscenes."))
return
else
$game_temp.common_event_id = 35

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@ -10,11 +10,11 @@ class Sprite_MapText < Sprite
self.zoom_x = 2
self.zoom_y = 2
self.bitmap = Bitmap.new(200, 24)
#calculate text width
spacewidth = self.bitmap.text_size(' ').width
width = 0
text.split(' ').each do |word|
# Get width of this word
@ -22,17 +22,21 @@ class Sprite_MapText < Sprite
width += spacewidth
end
width -= spacewidth
if width <= 0
width = 1
end
self.bitmap.dispose
self.bitmap = Bitmap.new(width, 24)
self.bitmap.font.color = Color.new(81, 33, 129, 255)
self.bitmap.draw_text(0,0, width, 24, text)
self.bitmap.draw_text(0,0, width, 24, text)
self.src_rect.set(0, 0, width, 24)
self.oy = 24
self.ox = width/2
update
end

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@ -11,6 +11,7 @@ class Window_Help < Window_Base
def initialize
super(16, 16, 608, 64)
self.contents = Bitmap.new(width - 32, height - 32)
Language.register_text_sprite(self.class.name + "_contents", self.contents)
self.visible = false
self.back_opacity = 230
self.z = 9998
@ -21,15 +22,12 @@ class Window_Help < Window_Base
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
# If at least one part of text and alignment differ from last time
if text != @text or align != @align
# Redraw text
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
# Redraw text
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
end

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@ -19,6 +19,7 @@ class Window_InputNumber < Window_Base
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 32, 64)
self.contents = Bitmap.new(width - 32, height - 32)
# Language.register_text_sprite(self.class.name + "_contents", self.contents)
self.z += 9999
self.opacity = 0
@index = 0

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@ -197,8 +197,9 @@ class Window_Item < Window_Selectable
# * Open
#--------------------------------------------------------------------------
def open
update_help
refresh
# Search for selected item and auto-select
if $game_variables[1] > 0
@data.each_with_index do |item, i|

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@ -5,9 +5,9 @@ class Window_MainMenu < Window_Selectable
# Set up menu options
@commands = Array.new
@commands << tr('Travel')
@commands << tr('Notes')
@commands << tr('Settings')
@commands << 'Travel'
@commands << 'Notes'
@commands << 'Settings'
@item_max = @commands.size
@column_max = @item_max
@ -20,6 +20,7 @@ class Window_MainMenu < Window_Selectable
# Render menu
self.contents = Bitmap.new(width - 32, 32)
Language.register_text_sprite(self.class.name + "_contents", self.contents)
for i in 0...@item_max
draw_item(i, normal_color)
end
@ -47,7 +48,7 @@ class Window_MainMenu < Window_Selectable
# Update item
rect = Rect.new(w * index, 0, w - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
self.contents.draw_text(rect, tr(@commands[index]), 1)
end
#--------------------------------------------------------------------------
# * Disable Item
@ -59,6 +60,10 @@ class Window_MainMenu < Window_Selectable
# Open/show the menu
def open
# redraw in case language has been updated
for i in 0...@item_max
draw_item(i, normal_color)
end
self.opacity = 0
self.contents_opacity = 0
self.visible = true

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@ -12,6 +12,7 @@ class Window_Message < Window_Selectable
def initialize
super(16, 336, 608, 128)
self.contents = Bitmap.new(width - 32, height - 32)
Language.register_text_sprite(self.class.name + "_contents", self.contents)
self.visible = false
self.z = 9999
self.back_opacity = 210

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@ -7,14 +7,15 @@ class Window_Settings
SETTINGS_FILE_NAME = Oneshot::SAVE_PATH + '/settings.conf'
def save_settings
$persistent.save
File.open(SETTINGS_FILE_NAME, 'w') do |file|
file.puts('bgm_volume=' + Audio.bgm_volume.to_s)
file.puts('sfx_volume=' + Audio.sfx_volume.to_s)
file.puts('fullscreen=' + Graphics.fullscreen.to_s)
file.puts('default_run=' + $game_switches[251].to_s)
file.puts('colorblind_mode=' + $game_switches[252].to_s)
file.puts('frameskip=' + Graphics.frameskip.to_s)
end
file.puts('bgm_volume=' + Audio.bgm_volume.to_s)
file.puts('sfx_volume=' + Audio.sfx_volume.to_s)
file.puts('fullscreen=' + Graphics.fullscreen.to_s)
file.puts('default_run=' + $game_switches[251].to_s)
file.puts('colorblind_mode=' + $game_switches[252].to_s)
file.puts('frameskip=' + Graphics.frameskip.to_s)
end
end
def self.load_settings
@ -75,6 +76,7 @@ class Window_Settings
@title.bitmap.font.size = 40
@title.y = TITLE_TOP_MARGIN
@title.x = MARGIN
Language.register_text_sprite(self.class.name + "_title", @title)
@data_sprites = []
@viewport.z = 9998
@ -110,10 +112,16 @@ class Window_Settings
tr('Default movement'),
tr('Colorblind mode'),
tr('Frameskip'),
tr('Language'),
tr('Configure Controls (Press F1)'),
]
@index = 0
# Load our language settings from persistent, stored differently
@lang_index = Language::LANGUAGES.index($persistent.langcode)
if @lang_index.nil?
@lang_index = 0
end
# Create title
@title.bitmap.clear
@ -126,6 +134,7 @@ class Window_Settings
spr.x = MARGIN
spr.y = TITLE_MARGIN + TITLE_TOP_MARGIN + ITEM_SPACING * i
spr.opacity = 0
Language.register_text_sprite(self.class.name + "_option_#{i}", spr)
redraw_setting(spr, i)
@data_sprites << spr
@ -168,9 +177,13 @@ class Window_Settings
else
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
end
when 6 # Language
l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, l)
end
end
def redraw_setting_index(i)
if !@data_sprites.kind_of?(Array)
return
@ -181,6 +194,16 @@ class Window_Settings
redraw_setting(@data_sprites[i], i)
end
def redraw_all_settings
@title.bitmap.clear
@title.bitmap.draw_text(0, 0, @title.bitmap.width, @title.bitmap.height, tr("Settings"))
for i in 0..7
redraw_setting_index(i)
end
end
def update
if @fade_in
self.opacity += 20
@ -276,15 +299,16 @@ class Window_Settings
Audio.bgm_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.bgm_volume/2) + 75)
redraw_setting_index(0)
end
elsif Input.trigger?(Input::RIGHT) || (Input.press?(Input::RIGHT) && (@right_hold_timer >= 15))
@right_hold_timer -= 2
Audio.bgm_volume += 1
if old_vol < 100
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.bgm_volume/2) + 75)
redraw_setting_index(0)
end
end
redraw_setting_index(0)
when 1 #sfx vol
old_vol = Audio.sfx_volume
@ -293,15 +317,16 @@ class Window_Settings
Audio.sfx_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.sfx_volume/2) + 75)
redraw_setting_index(1)
end
elsif Input.trigger?(Input::RIGHT) || (Input.press?(Input::RIGHT) && (@right_hold_timer >= 15))
@right_hold_timer -= 2
Audio.sfx_volume += 1
if old_vol < 100
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.sfx_volume/2) + 75)
redraw_setting_index(1)
end
end
redraw_setting_index(1)
when 2 #fullscreen
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
@ -354,6 +379,24 @@ class Window_Settings
end
redraw_setting_index(5)
end
when 6 #language
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::RIGHT)
@lang_index += 1
if @lang_index >= Language::LANGUAGES.length
@lang_index = 0
end
$persistent.lang = Language::LANGUAGES[@lang_index]
redraw_all_settings()
end
if Input.trigger?(Input::LEFT)
@lang_index -= 1
if @lang_index < 0
@lang_index = Language::LANGUAGES.length - 1
end
$persistent.lang = Language::LANGUAGES[@lang_index]
redraw_all_settings()
end
end
if Input.trigger?(Input::CANCEL)

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@ -102,6 +102,7 @@ Persistent
# Internationalization
i18n_Language
i18n_English
#i18n_Japanese
# Data
Data_Item

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@ -1,32 +1,56 @@
# Classes for translating text similar to GNU gettext
# Translator class: translate text to another language
# for debug REMOVE BEFORE COMMITTING / BUILDING
# require "zlib"
class Language
FONT_WESTERN = 'Terminus (TTF)'
FONT_CJK = 'WenQuanYi Micro Hei'
LANG_WESTERN = [
'en', 'fr', 'pt_BR', 'es'
]
LANG_CJK = [
'ja', 'ko', 'zh_CN'
]
LANGUAGES = LANG_WESTERN + LANG_CJK
class << self
def set(lc)
dbg_print(lc.lang)
@data = nil
@tr = nil
script = nil
[lc.full.to_s, lc.lang.to_s].each do |name|
begin
@tr, script = load_data("Languages/#{name}.rxdata")
break
rescue
path = "Languages/#{name}.loc"
dbg_print(path)
if FileTest.exist?(path)
File.open(path, "rb") do |file|
@data = Marshal.load(file)
if LANG_CJK.include? name
Font.default_name = FONT_CJK
else
Font.default_name = FONT_WESTERN
end
end
end
end
exec(script) if script
reset_fonts(@text_sprites)
Oneshot.set_yes_no(tr('Yes'), tr('No'))
end
# Translate some text
def tr(string)
#dbg_print(caller_locations(1, 1).first.tap{|loc| puts "#{loc.path}:#{loc.lineno}"})
dbg_print(string)
if @data
@data[Zlib::crc32(string)] || string
rv = @data[Zlib::crc32(string)] || string
else
string
rv = string
end
dbg_print(rv)
return rv
end
# Turn all database items into translatable strings
@ -41,6 +65,44 @@ class Language
end
end
end
def dbg_print(str)
# dbg = IO.new(STDERR.fileno)
# if str.nil?
# dbg.write("null\n")
# else
# dbg.write(str.to_s + "\n")
# end
# dbg.close()
end
def register_text_sprite(key, spr)
dbg_print(key)
if @text_sprites.nil?
@text_sprites = Hash.new()
end
@text_sprites[key] = spr
end
def reset_fonts(sprites)
if sprites.kind_of?(Array)
sprites.each do |spr|
if spr.kind_of?(Sprite) and !spr.disposed?
spr.bitmap.font.name = Font.default_name
end
end
elsif sprites.kind_of?(Hash)
sprites.each_value do |spr|
if spr.kind_of?(Sprite) and !spr.disposed?
spr.bitmap.font.name = Font.default_name
elsif spr.kind_of?(Bitmap) and !spr.disposed?
spr.font.name = Font.default_name
end
end
elsif sprites.kind_of?(Sprite) and not sprites.disposed?
sprites.bitmap.font.name = Font.default_name
end
end
end
end