mkxp-sunshine/scripts/Window_Settings.rb
2026-06-18 21:01:18 +03:00

453 lines
14 KiB
Ruby

class Window_Settings
MARGIN = 15
TITLE_TOP_MARGIN = 16
TITLE_MARGIN = 40
ITEM_SPACING = 20
VALUE_MARGIN = 270
ACTIVE_MARGIN = MARGIN * 2 + 20
def initialize
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@bg = Sprite.new(@viewport)
@bg.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@bg.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0, 128))
@title = Sprite.new(@viewport)
@title.bitmap = Bitmap.new(320, TITLE_MARGIN)
@title.bitmap.font.size = 40
@title.y = TITLE_TOP_MARGIN
@title.x = MARGIN
@version = Sprite.new(@viewport)
@version.bitmap = Bitmap.new(60, 20)
@version.x = 10
@version.y = Graphics.width / 1.9
@version.opacity = 128
Language.register_text_sprite(self.class.name + "_title", @title)
Language.register_text_sprite(self.class.name + "_ver", @version)
@data_sprites = []
@viewport.z = 9998
@left_hold_timer = 0
@right_hold_timer = 0
self.visible = false
@index = 0
@fade_in = false
@fade_out = false
@transfer_player = nil
@visible = false
RPG::Mod.exec_hooks("hooks/Window_Settings/init", binding)
end
def dispose
@bg.dispose
@title.dispose
@version.dispose
@data_sprites.each do |spr|
spr.dispose
end
@viewport.dispose
end
def open
self.visible = true
self.opacity = 0
@fade_in = true
@data = [
tr('BGM Volume'),
tr('SFX Volume'),
tr('Fullscreen'),
tr('Default movement'),
tr('Colorblind mode'),
tr('Configure controls(Press F1)'),
tr('Skip Text (R)'),
tr('Frameskip'),
tr('In-Game Timer'),
tr('Language'),
tr('Debug mode(!)'),
tr('Freeware Mode(!)'),
]
@index = 0
# Load our language settings from persistent, stored differently
@lang_index = Language::LANGUAGES.index($persistent.langcode)
if @lang_index.nil?
@lang_index = 0
end
# Create title
@title.bitmap.clear
@title.bitmap.draw_text(0, 0, @title.bitmap.width, @title.bitmap.height, tr("Settings"))
# Create version string
@version.bitmap.clear
@version.bitmap.draw_text(0, 0, @version.bitmap.width, @version.bitmap.height, tr("POT_VERSION"))
# Create menu options
@data.each_with_index do |item, i|
spr = Sprite.new(@viewport)
spr.bitmap = Bitmap.new(400, ITEM_SPACING)
spr.x = MARGIN
spr.y = TITLE_MARGIN + TITLE_TOP_MARGIN + ITEM_SPACING * i
spr.opacity = 0
Language.register_text_sprite(self.class.name + "_option_#{i}", spr)
redraw_setting(spr, i)
@data_sprites << spr
end
end
def redraw_setting(spr, i)
if @visible == false
return
end
spr.bitmap.clear
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
case i
when 0
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
when 1
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
when 2 #fullscreen
if(Graphics.fullscreen == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 3 #default movement
if($game_switches[251] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
end
when 4 #colorblind mode
if($game_switches[252] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 6 #automash
if($game_switches[253] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 7 #frameskip
if(Graphics.frameskip == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 8 # In-game timer
text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
when 9 # Language
l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
when 10
if(Settings[:debug] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 11
if(Settings[:oneshot_mode] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
end
end
def redraw_setting_index(i)
if !@data_sprites.kind_of?(Array)
return
end
if @data_sprites.length - 1 < i
return
end
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"))
@version.bitmap.clear
@version.bitmap.draw_text(0, 0, @version.bitmap.width, @version.bitmap.height, tr("POT_VERSION"))
for i in 0..(@data_sprites.length - 1)
redraw_setting_index(i)
end
end
def self.load_settings
Settings.load!
end
def update
if @visible
@version.bitmap.clear
@version.bitmap.draw_text(0, 0, @version.bitmap.width, @version.bitmap.height, Input.wheel_y.to_s)
end
@version.opacity = 128
if @fade_in
self.opacity += 20
active_spr = nil
@data_sprites.each do |spr|
spr.opacity += 10
spr.opacity = 128 if spr.opacity > 128
active_spr = spr if !active_spr && spr.x < MARGIN * 2
end
if active_spr
active_spr.x += 6
active_spr.x = MARGIN * 2 if active_spr.x > MARGIN * 2
elsif self.opacity == 255
@fade_in = false
end
@version.opacity = 128
return
end
if @fade_out
self.opacity -= 20
@data_sprites.each do |spr|
spr.opacity -= 10
end
if self.opacity == 0
@fade_out = false
self.visible = false
@data_sprites.each do |spr|
spr.dispose
end
@data_sprites = []
if @transfer_player
$game_temp.player_transferring = true
$game_temp.player_new_map_id = @transfer_player.id
$game_temp.player_new_x = @transfer_player.x
$game_temp.player_new_y = @transfer_player.y
$game_temp.player_new_direction = @transfer_player.dir
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = "black"
@transfer_player = nil
end
end
return
end
return if !self.visible
# Adjust position and visibility
@data_sprites.each_with_index do |spr, i|
if i == @index
if spr.x < ACTIVE_MARGIN
spr.x += 6
spr.x = ACTIVE_MARGIN if spr.x > ACTIVE_MARGIN
end
spr.opacity += 10 if spr.opacity < 255
else
if spr.x > MARGIN * 2
spr.x -= 6
spr.x = MARGIN * 2 if spr.x < MARGIN * 2
end
spr.opacity -= 10 if spr.opacity > 128
spr.opacity = 128 if spr.opacity < 128
end
end
if Input.wheel_y != 0
@index = (@index - Input.wheel_y.round) % @data.size
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::UP)
@index = (@index - 1) % @data.size
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::DOWN)
@index = (@index + 1) % @data.size
$game_system.se_play($data_system.cursor_se)
end
if Input.press?(Input::LEFT)
@left_hold_timer += 1
else
@left_hold_timer = 0
end
if Input.press?(Input::RIGHT)
@right_hold_timer += 1
else
@right_hold_timer = 0
end
case @index
when 0 #bgm vol
old_vol = Audio.bgm_volume
if Input.trigger?(Input::LEFT) || (Input.press?(Input::LEFT) && (@left_hold_timer >= 15))
@left_hold_timer -= 2
Audio.bgm_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.bgm_volume/2) + 75)
redraw_all_settings()
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_all_settings()
end
end
when 1 #sfx vol
old_vol = Audio.sfx_volume
if Input.trigger?(Input::LEFT) || (Input.press?(Input::LEFT) && (@left_hold_timer >= 15))
@left_hold_timer -= 2
Audio.sfx_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.sfx_volume/2) + 75)
redraw_all_settings()
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_all_settings()
end
end
when 2 #fullscreen
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if Graphics.fullscreen == true
Graphics.fullscreen = false
$console = false
else
Graphics.fullscreen = true
$console = true
end
sleep(0.500)
redraw_all_settings()
sleep(0.500)
end
when 3 #default movement
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if $game_switches[251] == true
$game_switches[251] = false
else
$game_switches[251] = true
end
redraw_all_settings()
end
when 4 #colorblind mode
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if $game_switches[252] == true
$game_switches[252] = false
else
$game_switches[252] = true
end
redraw_all_settings()
end
when 6 #automash
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if $game_switches[253] == true
$game_switches[253] = false
else
$game_switches[253] = true
end
redraw_all_settings()
end
when 7 #frameskip
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if Graphics.frameskip == true
Graphics.frameskip = false
else
Graphics.frameskip = true
end
redraw_all_settings()
end
when 8 # In-game timer
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
$game_temp.igt_timer_visible = !$game_temp.igt_timer_visible
$scene.in_game_timer.visible = $game_temp.igt_timer_visible if $scene.is_a?(Scene_Map)
redraw_all_settings()
end
when 9 #language
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
@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)
$game_system.se_play($data_system.decision_se)
@lang_index -= 1
if @lang_index < 0
@lang_index = Language::LANGUAGES.length - 1
end
$persistent.lang = Language::LANGUAGES[@lang_index]
redraw_all_settings()
end
when 10
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
Settings[:debug] = !Settings[:debug]
redraw_all_settings()
end
when 11
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
Settings[:oneshot_mode] = !Settings[:oneshot_mode]
redraw_all_settings()
end
end
if Input.trigger?(Input::CANCEL)
$game_system.se_play($data_system.cancel_se)
@fade_out = true
Settings.save!
end
end
# Attributes
def visible
return @visible
end
def visible=(val)
@viewport.visible = val
@visible = val
end
def opacity=(val)
@bg.opacity = val
@title.opacity = val
@version.opacity = val
end
def opacity
@bg.opacity
end
end