Merge remote-tracking branch 'mathewv/master'

This commit is contained in:
Vinyl Darkscratch 2017-10-07 16:42:43 -07:00
commit c7faab99f6
12 changed files with 270 additions and 124 deletions

View file

@ -63,7 +63,7 @@ win32 {
w32/niko.c \
w32/journal.c
LIBS += -lgdi32 -lshlwapi
LIBS += -lgdi32 -lshell32 -luuid -lole32
RC_FILE = w32/resources.rc
}

View file

@ -1,5 +1,8 @@
#define WINVER 0x0600
#define _WIN32_WINNT 0x0600
#include <windows.h>
#include <shlwapi.h>
#include <stdio.h>
#include <objbase.h>
#include <shlobj.h>
#define DEFAULT_WIDTH 800
@ -67,7 +70,6 @@ LRESULT CALLBACK journal_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
}
// IPC thread
#include <stdio.h>
DWORD WINAPI ipc_thread(LPVOID lpParam)
{
(void)lpParam;
@ -110,20 +112,53 @@ DWORD WINAPI ipc_thread(LPVOID lpParam)
return 0;
}
// check if the file "My Documents/My Games/Oneshot/save_progress.oneshot" exist
// if not, load the "default" image background
// if it does exist, try to read the last 8.. or so.. bytes from the file.
// this (should) contain a string like [XX_XX] or [XX] indicating the user's
// language code. This will be apended with an underscore to "save"
// to give the localized image file IFF the lang str exists
void init_check_save(WCHAR* save_path) {
FILE* savefile = _wfopen(save_path, L"rb");
char imgfile[16] = {0};
char langbuf[9] = {0};
char* openbrace = 0;
char* closebrace = 0;
if (savefile) {
strcpy(imgfile, "save");
fseek(savefile, -8, SEEK_END);
fread(langbuf, 1, 8, savefile);
fclose(savefile);
openbrace = strchr(langbuf, '[');
closebrace = strchr(langbuf, ']');
if (openbrace && closebrace && openbrace < closebrace) {
//we very probably have a language code here.
//so, lets do some hacky string manipulation to
//name our image file
imgfile[4] = '_';
strncpy(imgfile+5, openbrace+1, closebrace-(openbrace+1));
}
loadImage(imgfile);
} else {
loadImage("default");
}
}
int do_journal()
{
// Create
HINSTANCE module = GetModuleHandleW(NULL);
// Create
HINSTANCE module = GetModuleHandleW(NULL);
// Default image
WCHAR save_path[MAX_PATH];
SHGetFolderPathW(NULL, CSIDL_PERSONAL, NULL, 0, save_path);
PWSTR folder_path = NULL;
SHGetKnownFolderPath((REFKNOWNFOLDERID)&FOLDERID_Documents, 0, NULL, &folder_path);
wcscpy(save_path, folder_path);
wcscat(save_path, L"\\My Games\\Oneshot\\save_progress.oneshot");
if (PathFileExistsW(save_path)) {
loadImage("save");
} else {
loadImage("default");
}
CoTaskMemFree(folder_path);
init_check_save(save_path);
// Initial image
char message[IN_BUFFER_SIZE];

View file

@ -9,14 +9,26 @@ class Doc_Message
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@sprite_bg = Sprite.new(@viewport)
if $game_switches[124] == true
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_red')
else
@sprite_scroll_up = Sprite.new(@viewport)
@sprite_scroll_down = Sprite.new(@viewport)
if $game_switches[124] == true
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_red')
@sprite_scroll_up.bitmap = RPG::Cache.picture('scroll_up_red')
@sprite_scroll_down.bitmap = RPG::Cache.picture('scroll_down_red')
else
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_blue') #Bitmap.new(640, 480)
end
@sprite_scroll_up.bitmap = RPG::Cache.picture('scroll_up_blue')
@sprite_scroll_down.bitmap = RPG::Cache.picture('scroll_down_blue')
end
@sprite_bg.zoom_x = @sprite_bg.zoom_y = 2
@sprite_bg.x = 120
@sprite_bg.y = 24
@sprite_scroll_up.zoom_x = @sprite_scroll_up.zoom_y = 2
@sprite_scroll_up.x = 524
@sprite_scroll_up.y = 24
@sprite_scroll_down.zoom_x = @sprite_scroll_down.zoom_y = 2
@sprite_scroll_down.x = 524
@sprite_scroll_down.y = 424
#@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)
@ -33,6 +45,11 @@ class Doc_Message
@sprite_bg.opacity = 0
@sprite_text.opacity = 0
@sprite_scroll_down.opacity = 0
@sprite_scroll_up.opacity = 0
@y_offset = 0
@scroll_limit = 0
# Animation flags
@fade_in = false
@ -59,6 +76,7 @@ class Doc_Message
$game_temp.message_proc = nil
end
$game_temp.message_doc_text = nil
@y_offset = 0
end
#--------------------------------------------------------------------------
# * Refresh: Load new message text and pre-process it
@ -68,11 +86,11 @@ class Doc_Message
text = ''
y = -1
if $game_switches[124] == true
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_red')
else
if $game_switches[124] == true
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_red')
else
@sprite_bg.bitmap = RPG::Cache.picture('lined_paper_blue') #Bitmap.new(640, 480)
end
end
# Pre-process text
text_raw = $game_temp.message_doc_text.to_str
@ -92,7 +110,8 @@ class Doc_Message
text_raw.gsub!("\\\\", "\\")
# Now split text into lines by measuring text metrics
x = y = 0
x = 0
y = 1
maxwidth = @contents.width - HORIZ_MARGIN * 2
spacesize = @contents.text_size(' ')
for i in text_raw.split(/ /)
@ -126,6 +145,11 @@ class Doc_Message
end
end
@scroll_limit = 11 - y
if @scroll_limit > 0
@scroll_limit = 0
end
# Prepare renderer
@contents.clear
@contents.font.color = Color.new(100, 92, 255, 255)
@ -133,7 +157,7 @@ class Doc_Message
@contents.font.color = Color.new(255, 92, 100, 255)
end
x = 0
y = 0
y = 1
# Get 1 text character in c (loop until unable to get text)
while ((c = text.slice!(/./m)) != nil)
@ -155,7 +179,7 @@ class Doc_Message
next
end
# Draw text
@contents.draw_text(HORIZ_MARGIN + x, VERT_MARGIN + (y + 1) * 18 - spacesize.height, 40, 18, c)
@contents.draw_text(HORIZ_MARGIN + x, VERT_MARGIN + (y + @y_offset) * 18 - spacesize.height, 40, 18, c)
# Add x to drawn text width
x += @contents.text_size(c).width
end
@ -176,7 +200,6 @@ class Doc_Message
@viewport.visible = false
$game_temp.message_window_showing = false
end
return
end
# Handle fade-in effect
@ -189,6 +212,23 @@ class Doc_Message
@fade_in = false
$game_temp.message_window_showing = true
end
end
# set the scroll indicators to the opacity of the bg,
# or 0 if they cannot scroll further
if @y_offset < 0
@sprite_scroll_up.opacity = @sprite_bg.opacity
else
@sprite_scroll_up.opacity = 0
end
if @y_offset > @scroll_limit
@sprite_scroll_down.opacity = @sprite_bg.opacity
else
@sprite_scroll_down.opacity = 0
end
# don't perform control actions while fading msg box
if @fade_in || @fade_out
return
end
@ -197,6 +237,14 @@ class Doc_Message
terminate_message
@fade_out = true
end
if Input.trigger?(Input::UP) && @y_offset < 0
@y_offset += 1
refresh()
end
if Input.trigger?(Input::DOWN) && @y_offset > @scroll_limit
@y_offset -= 1
refresh()
end
end
# Message is over and should be hidden or advanced to next

View file

@ -11,7 +11,11 @@ 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 || $game_temp.message_desktop_text != nil || $game_temp.message_credits_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 ||
$game_temp.message_credits_text != nil
# End
return false
end

View file

@ -3,12 +3,16 @@
module RPG
module Cache
def self.character(filename, hue)
filename = filename.downcase
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
self.load_bitmap("Graphics/Characters/", filename, hue)
end
def self.face(filename)
#lowercasing facepic name to be more case insensitive
#to catch the few instances where we use "Niko" instead of "niko"
filename = filename.downcase
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
@ -42,17 +46,3 @@ class Tone
self.red == 0 && self.green == 0 && self.blue == 0 && self.gray == 0
end
end
module Graphics
class << self
alias_method :update_native, :update
def update
#if $game_map.map_id == 97
# Oneshot.allow_exit false
#elsif $game_system.map_interpreter
# Oneshot.allow_exit ($scene == nil)
#end
update_native
end
end
end

View file

@ -32,6 +32,7 @@ def fake_save
Marshal.dump($game_oneshot, file)
Marshal.dump($game_fasttravel, file)
Marshal.dump($game_temp.footstep_sfx , file)
file.puts('HeyNoxidHeresTheLanguage[' + $persistent.langcode + ']')
end
write_perma_flags(PERMA_FLAGS_NAME)
end

View file

@ -41,6 +41,8 @@ class Scene_Title
end
load_perma_flags
Window_Settings.load_settings
@window_settings_title = Window_Settings.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@ -51,12 +53,14 @@ class Scene_Title
@menu.z += 1
@menu.bitmap = Bitmap.new(640, 480)
@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings"))
if !$GDC
@menu.bitmap.draw_text(MENU_X, MENU_Y + 28, 150, 24, tr("Exit"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit"))
end
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 56, 150, 24, tr("..."))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
end
Language.register_text_sprite(self.class.name + "_contents", @menu.bitmap)
# Make cursor graphic
@cursor = Sprite.new
@cursor.zoom_x = @cursor.zoom_y = 2
@ -82,6 +86,7 @@ class Scene_Title
Input.update
# Frame update
update
@window_settings_title.update
# Abort loop if screen is changed
if $scene != self
break
@ -96,6 +101,7 @@ class Scene_Title
@menu.dispose
@cursor.bitmap.dispose
@cursor.dispose
@window_settings_title.dispose
Audio.bgm_fade(60)
Graphics.transition(60)
# Run automatic change for BGM and BGS set with map
@ -105,8 +111,17 @@ class Scene_Title
# * Frame Update
#--------------------------------------------------------------------------
def update
# Handle cursor movement
@menu.bitmap.clear
@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings"))
if !$GDC
@menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit"))
end
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
end
# Handle cursor movement
if !@window_settings_title.visible
update_cursor = false
if Input.trigger?(Input::UP)
if @cursor_pos > 0
@ -116,12 +131,12 @@ class Scene_Title
elsif Input.trigger?(Input::DOWN)
if $game_switches[160] && $game_switches[152]
if @cursor_pos < 2
if @cursor_pos < 3
@cursor_pos += 1
update_cursor = true
end
else
if @cursor_pos < 1
if @cursor_pos < 2
@cursor_pos += 1
update_cursor = true
end
@ -138,23 +153,27 @@ class Scene_Title
end
if update_cursor
Audio.se_play('Audio/SE/title_cursor.wav', 40)
@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 24 * @cursor_pos
@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 25 * @cursor_pos
end
end
# Handle confirmation
if Input.trigger?(Input::ACTION)
case @cursor_pos
when 0 # Continue
$game_switches[157] = false
command_continue
when 1 # Shutdown
command_shutdown
when 2 # memory
$game_switches[157] = true
command_continue
if !@window_settings_title.visible
# Handle confirmation
if Input.trigger?(Input::ACTION)
case @cursor_pos
when 0 # Continue
$game_switches[157] = false
command_continue
when 1 # Settings
command_settings
when 2 # Shutdown
command_shutdown
when 3 # memory
$game_switches[157] = true
command_continue
end
end
end
end
end
#--------------------------------------------------------------------------
# * initialize a new game
@ -210,4 +229,9 @@ class Scene_Title
Oneshot.exiting true
$scene = nil
end
def command_settings
$game_system.se_play($data_system.decision_se)
@window_settings_title.open
end
end

View file

@ -140,7 +140,7 @@ module Script
end
return false
end
def self.countdown_extend_over
equinox = Time.new(2017, 03, 27)
diff = equinox - Time.now
@ -149,7 +149,7 @@ module Script
end
return false
end
def self.cdown_update(equinox)
diff = equinox - Time.now
if(diff < 0)
@ -217,7 +217,7 @@ module Script
def self.countdown_update
return cdown_update(Time.new(2017, 03, 27))
end
def self.countdown_extend_update
return cdown_update(Time.new(2017, 03, 27))
end
@ -254,7 +254,7 @@ module Script
end
end
end
def self.niko_reflection_enc_update
for event in $game_map.events.values
if event.name == "niko reflection"
@ -268,7 +268,7 @@ module Script
if event.real_y > 19*128
event.real_y = 19*128
end
if event.x > 14
event.x = 14
elsif event.x < 6
@ -279,7 +279,7 @@ module Script
elsif event.real_x < (6*128) + 32
event.real_x = (6*128) + 32
end
event.direction = $game_player.direction
event.pattern = $game_player.pattern
case event.direction
@ -292,8 +292,8 @@ module Script
end
end
end
def self.niko_reflection_peng_update
for event in $game_map.events.values
if event.name == "niko reflection"
@ -307,7 +307,7 @@ module Script
if event.real_y > 19*128
event.real_y = 19*128
end
if event.x > 14
event.x = 14
elsif event.x < 6
@ -318,7 +318,7 @@ module Script
elsif event.real_x < (6*128) + 32
event.real_x = (6*128) + 32
end
return
end
end
@ -396,7 +396,7 @@ module Script
end
end
end
def self.create_boxes
Dir.mkdir(Oneshot::GAME_PATH) unless File.exists?(Oneshot::GAME_PATH)
Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot") unless File.exists?(Oneshot::GAME_PATH + "/Oneshot")
@ -405,11 +405,11 @@ module Script
Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/Portal3") unless File.exists?(Oneshot::GAME_PATH + "/Oneshot/Portal3")
Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/BigPortal") unless File.exists?(Oneshot::GAME_PATH + "/Oneshot/BigPortal")
end
def self.delete_if_exists(f_name)
File.delete(f_name) unless !File.exists?(f_name)
end
def self.clear_boxes
for i in 1..3
portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + i.to_s
@ -432,7 +432,7 @@ module Script
delete_if_exists(Oneshot::GAME_PATH + "/Oneshot/BigPortal/keyG.txt")
delete_if_exists(Oneshot::GAME_PATH + "/Oneshot/BigPortal/keyR.txt")
end
def self.copy_file(src, dst)
begin
File.open(src, "rb") do |input|
@ -446,56 +446,56 @@ module Script
#this probably means the file already exists and is open, so no need to create it again
end
end
def self.write_key(dst, str)
File.open(dst, 'w') do |file|
file.puts(str)
end
end
def self.put_key_in_box(numb)
portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + numb.to_s
case numb
when 1
copy_file("Graphics/Characters/blue_npc_prototype.png", portal_path + "/blue_npc_prototype.png")
copy_file("Graphics/Faces/proto1.png", portal_path + "/proto1.png")
write_key(portal_path + "/keyB.txt", PROTO_TEXT)
write_key(portal_path + "/keyB.txt", tr(PROTO_TEXT))
when 2
copy_file("Graphics/Characters/green_npc_cedric.png", portal_path + "/green_npc_cedric.png")
copy_file("Graphics/Faces/cedric.png", portal_path + "/cedric.png")
write_key(portal_path + "/keyG.txt", CEDRIC_TEXT)
write_key(portal_path + "/keyG.txt", tr(CEDRIC_TEXT))
when 3
copy_file("Graphics/Characters/red_rue.png", portal_path + "/red_rue.png")
copy_file("Graphics/Faces/rue.png", portal_path + "/rue.png")
write_key(portal_path + "/keyR.txt", RUE_TEXT)
write_key(portal_path + "/keyR.txt", tr(RUE_TEXT))
end
end
def self.password1
locale = $persistent.langcode
if !Language::LANGUAGES.include? locale
locale = 'en'
end
source_dir = "Graphics\\Fogs\\_\\scenario1\\" + locale.downcase
copy_file(source_dir + "\\pw1.png", Oneshot::DOCS_PATH + "\\ONESHOT_password1.png")
copy_file(source_dir + "\\pw2.png", Oneshot::DOCS_PATH + "\\ONESHOT_password2.png")
copy_file(source_dir + "\\pw3.png", Oneshot::DOCS_PATH + "\\ONESHOT_password3.png")
copy_file(source_dir + "\\pw4.png", Oneshot::DOCS_PATH + "\\ONESHOT_password4.png")
source_dir = "Graphics/Fogs/_/scenario1/" + locale.downcase
copy_file(source_dir + "/pw1.png", Oneshot::DOCS_PATH + "/ONESHOT_password1.png")
copy_file(source_dir + "/pw2.png", Oneshot::DOCS_PATH + "/ONESHOT_password2.png")
copy_file(source_dir + "/pw3.png", Oneshot::DOCS_PATH + "/ONESHOT_password3.png")
copy_file(source_dir + "/pw4.png", Oneshot::DOCS_PATH + "/ONESHOT_password4.png")
end
def self.password2
locale = $persistent.langcode
if !Language::LANGUAGES.include? locale
locale = 'en'
end
source_dir = "Graphics\\Fogs\\_\\scenario2\\" + locale.downcase
copy_file(source_dir + "\\pw1.png", Oneshot::DOCS_PATH + "\\ONESHOT_password1.png")
copy_file(source_dir + "\\pw2.png", Oneshot::DOCS_PATH + "\\ONESHOT_password2.png")
copy_file(source_dir + "\\pw3.png", Oneshot::DOCS_PATH + "\\ONESHOT_password3.png")
copy_file(source_dir + "\\pw4.png", Oneshot::DOCS_PATH + "\\ONESHOT_password4.png")
source_dir = "Graphics/Fogs/_/scenario2/" + locale.downcase
copy_file(source_dir + "/pw1.png", Oneshot::DOCS_PATH + "/ONESHOT_password1.png")
copy_file(source_dir + "/pw2.png", Oneshot::DOCS_PATH + "/ONESHOT_password2.png")
copy_file(source_dir + "/pw3.png", Oneshot::DOCS_PATH + "/ONESHOT_password3.png")
copy_file(source_dir + "/pw4.png", Oneshot::DOCS_PATH + "/ONESHOT_password4.png")
end
=begin
def self.take_key_out_of_box(numb)
if File.exists?(Oneshot::GAME_PATH + "/Oneshot/Box" + numb.to_s + "/key" + numb.to_s + ".png")
@ -506,7 +506,7 @@ module Script
end
end
=end
def self.is_key_in_box(numb)
portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + numb.to_s
case numb
@ -519,7 +519,7 @@ module Script
end
return false
end
def self.is_key_in_bigbox(numb)
portal_path = Oneshot::GAME_PATH + "/Oneshot/BigPortal"
case numb
@ -569,10 +569,10 @@ def check_exit(min, max, x: -1, y: -1)
end
def loadQASave(fname)
filename = "testing_saves/" + fname + ".rxdata"
filename = "testing_saves/" + fname + ".rxdata"
# If file doesn't exist
unless FileTest.exist?(filename)
filename = "testing_saves_postgame/" + fname + ".rxdata"
filename = "testing_saves_postgame/" + fname + ".rxdata"
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
@ -581,7 +581,7 @@ def loadQASave(fname)
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
# Read character data for drawing save file
@ -737,6 +737,9 @@ def plight_start_timer
end
def plight_update_timer
if $game_oneshot.plight_timer == nil
plight_start_timer
end
Script.tmp_v1 = ((Time.now - $game_oneshot.plight_timer) / 60).to_i
end

View file

@ -7,9 +7,14 @@ class Sprite_MapText < Sprite
@real_x = x * 4 * 32
@real_y = y * 4 * 32
self.zoom_x = 2
self.zoom_y = 2
self.bitmap = Bitmap.new(200, 24)
if (Language::FONT_WESTERN == Font.default_name)
self.zoom_x = 2
self.zoom_y = 2
else
self.zoom_x = 1.5
self.zoom_y = 1.5
end
#calculate text width
spacewidth = self.bitmap.text_size(' ').width

View file

@ -101,7 +101,12 @@ class Window_Message < Window_Selectable
text.gsub!(/\\v\[([0-9]+)\]/) do
$game_variables[$1.to_i]
end
text.gsub!("\\p", $game_oneshot.player_name)
#add a space to the beginning of the player name to better deal with longer names in asian languages
if (Language::FONT_WESTERN == Font.default_name)
text.gsub!("\\p", $game_oneshot.player_name)
else
text.gsub!("\\p", " " + $game_oneshot.player_name)
end
text.gsub!("\\n", "\n")
# Handle text-rendering escape sequences
text.gsub!(/\\c\[([0-9]+)\]/, "\0[\\1]")

View file

@ -3,25 +3,57 @@ Font.default_name = Language::FONT_WESTERN
class Language
def self.create_input
input = Window_NameInput.new
input.set_mode_buttons [[tr('Upper'), tr('Lower')]]
input.character_tables = {
[0] => [ # Case: Upper
"A","B","C","D","E","F","G","H","I","J",
"K","L","M","N","O","P","Q","R","S","T",
"U","V","W","X","Y","Z"," ",".",",","-",
"0","1","2","3","4","5","6","7","8","9",
"!","?",'"',"'","/","&","[","]","(",")",
],
[1] => [ # Case: Lower
"a","b","c","d","e","f","g","h","i","j",
"k","l","m","n","o","p","q","r","s","t",
"u","v","w","x","y","z"," ",".",",","-",
"0","1","2","3","4","5","6","7","8","9",
"!","?",'"',"'","/","&","[","]","(",")",
],
}
input.table_height = 5
input.init
if Font.default_name == FONT_J
input = Window_NameInput.new
input.ok_text = '決定'
input.set_mode_buttons [['英字', 'かな', 'カナ']]
input.character_tables = {
[0] => [ # Latin
"A","B","C","D","E","F","G","H","I","a","b","c","d","e","f","g","h","i",
"J","K","L","M","N","O","P","Q","R","j","k","l","m","n","o","p","q","r",
"S","T","U","V","W","X","Y","Z"," ","s","t","u","v","w","x","y","z"," ",
"0","1","2","3","4","+","-","=","&","!","?","'",'"',".",",",":",";","$",
"5","6","7","8","9","*","/","#","|","[","]","(",")","<",">","{","}","@",
],
[1] => [ # Hiragana
"","","","","","","","","","","","","","","","","","",
"","","","","","","",""," ",""," ","","","","","","","",
"","","","","","","","","","","","","","","","","","",
"","","","","","","",""," ",""," ","","","","","","","",
"","","","","","","","","","","","","","","","","","",
],
[2] => [ # Katakana
"","","","","","","","","","","","","","","","","","",
"","","","","","","",""," ",""," ","","","","","","","",
"","","","","","","","","","","","","","","","","","",
"","","","","","","",""," ",""," ","","","","","","","",
"","","","","","","","","","","","","","","","","","",
],
}
input.index = 17 # Start on あ
input.table_height = 5
input.init
else
input = Window_NameInput.new
input.set_mode_buttons [[tr('Upper'), tr('Lower')]]
input.character_tables = {
[0] => [ # Case: Upper
"A","B","C","D","E","F","G","H","I","J",
"K","L","M","N","O","P","Q","R","S","T",
"U","V","W","X","Y","Z"," ",".",",","-",
"0","1","2","3","4","5","6","7","8","9",
"!","?",'"',"'","/","&","[","]","(",")",
],
[1] => [ # Case: Lower
"a","b","c","d","e","f","g","h","i","j",
"k","l","m","n","o","p","q","r","s","t",
"u","v","w","x","y","z"," ",".",",","-",
"0","1","2","3","4","5","6","7","8","9",
"!","?",'"',"'","/","&","[","]","(",")",
],
}
input.table_height = 5
input.init
end
end
end

View file

@ -13,7 +13,7 @@ class Language
'en', 'fr', 'pt_BR', 'es'
]
LANG_J = [
'ja'
'ja'
]
LANG_CK = [
'ko', 'zh_CN'
@ -34,13 +34,13 @@ class Language
@data = Marshal.load(file)
if LANG_CK.include? name
Font.default_name = FONT_CK
elsif LANG_J.include? name
Font.default_name = FONT_J
elsif LANG_J.include? name
Font.default_name = FONT_J
else
Font.default_name = FONT_WESTERN
end
Journal.setLang(name)
dbg_print(Font.default_name)
dbg_print(Font.default_name)
end
end
end
@ -51,14 +51,13 @@ class Language
# 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
rv = @data[Zlib::crc32(string)] || string
else
rv = string
end
dbg_print(rv)
return rv
dbg_print(string + " -> " + rv)
return String.new(rv)
end
# Turn all database items into translatable strings