mkxp-sunshine/scripts/Credits_Message.rb
mshirt 7c97b71824 Added in \l and \r to credits
For left-justified and right-justified text
2016-11-27 21:04:50 -06:00

258 lines
6.8 KiB
Ruby

# Displays doc message boxes
class Credits_Message
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@timer = 0
@viewport = Viewport.new(0, 0, 640, 480)
@sprite_bg = Sprite.new(@viewport)
@sprite_bg.bitmap = Bitmap.new(640, 480)
if $game_switches[104]
@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 255))
else
@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(255, 255, 255, 255))
end
@sprite_text = Sprite.new(@viewport)
@contents = Bitmap.new(320, 240)
@contents.font.size = 16
@sprite_text.bitmap = @contents
@sprite_bg.z = 0
@sprite_text.z = 1
@sprite_text.zoom_x = @sprite_text.zoom_y = 2
@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_credits_text = nil
end
#--------------------------------------------------------------------------
# * Refresh: Load new message text and pre-process it
#--------------------------------------------------------------------------
def refresh
if $game_switches[104]
@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 255))
else
@sprite_bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(255, 255, 255, 255))
end
# Initialize
@timer = 0
text = ''
y = -1
widths = []
right_widths = []
# Pre-process text
text_raw = $game_temp.message_credits_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")
text_raw.gsub!("\\l", "\005")
text_raw.gsub!("\\r", "\006")
# Handle text-rendering escape sequences
text_raw.gsub!(/\\c\[([0-9]+)\]/, "\000[\\1]")
# Finally convert the backslash back
text_raw.gsub!("\\\\", "\\")
@contents.font.size = 16
# Now split text into lines by measuring text metrics
x = y = 0
right_x = 0
maxwidth = @contents.width - 8
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
right_widths << right_x
x = 0
right_x = 0
y += 1
@contents.font.size = 24
else
newline = true
end
if j.start_with?("\006")
right_x = 0
x = 0
end
# Get width of this word and see if it goes out of bounds
width = @contents.text_size(j.gsub(/\000\[[0-9]+\]/, '').gsub( "\005","").gsub( "\006","")).width
if x + width > maxwidth
text << "\n"
widths << x
right_widths << right_x
x = 0
right_x = 0
y += 1
@contents.font.size = 24
end
# Append word to list
if x == 0
text << j
else
text << ' ' << j
end
x += width + spacesize.width
right_x += width
end
end
widths << x
right_widths << right_x
# Prepare renderer
@contents.clear
if $game_switches[104]
@contents.font.color = Color.new(255, 255, 255, 255)
else
@contents.font.color = Color.new(0, 0, 0, 255)
end
x = (320 - widths[0]) / 2
y = 0
y_top = (240 - widths.length * 24) / 2
@contents.font.size = 16
# Get 1 text character in c (loop until unable to get text)
while ((c = text.slice!(/./m)) != nil)
# \n
if c == "\n"
y += 1
@contents.font.size = 24
x = (320 - 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
if c == "\005"
x = 16
next
end
if c == "\006"
x = 320 - (right_widths[y] + 16)
next
end
# Draw text
@contents.draw_text(x, y_top + (y * 24), 40, 18, 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 -= 5
@sprite_bg.opacity -= 5
if @sprite_text.opacity <= 0
@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 += 5
@sprite_bg.opacity += 5
if @sprite_text.opacity >= 255
@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_credits_text == nil
@fade_out = true if @viewport.visible
else
if !@viewport.visible
# Fade in
refresh
@viewport.visible = true
@fade_in = true
end
end
if visible
@timer += 1
if @timer >= 150
terminate_message
@fade_out = true
end
end
end
#--------------------------------------------------------------------------
# * Variables
#--------------------------------------------------------------------------
def visible
@viewport.visible
end
def visible=(val)
@viewport.visible = val
end
end