mkxp-sunshine/scripts/Doc_Message.rb
2026-05-17 14:31:03 +04:00

273 lines
7.9 KiB
Ruby

# Displays doc message boxes
class Doc_Message
HORIZ_MARGIN = 8
VERT_MARGIN = 8
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@sprite_bg = Sprite.new(@viewport)
@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)
@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)
Language.register_text_sprite(self.class.name + "_contents", @contents)
@contents.font.size = 16
@sprite_text.bitmap = @contents
@sprite_text.x = 120
@sprite_text.y = 24
@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
@sprite_scroll_down.opacity = 0
@sprite_scroll_up.opacity = 0
@y_offset = 0
@scroll_limit = 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_doc_text = nil
@y_offset = 0
end
#--------------------------------------------------------------------------
# * Refresh: Load new message text and pre-process it
#--------------------------------------------------------------------------
def refresh
# Initialize
text = ''
y = -1
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
# Pre-process text
text_raw = $game_temp.message_doc_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 = 0
y = 1
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"
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
@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)
if $game_switches[124] == true
@contents.font.color = Color.new(255, 92, 100, 255)
end
x = 0
y = 1
# 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 = 0
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(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
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Handle fade-out effect
if @fade_out
@sprite_text.opacity -= 18
@sprite_bg.opacity -= 22
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
end
# Handle fade-in effect
if @fade_in
@sprite_text.opacity += 18
@sprite_bg.opacity += 22
if @sprite_text.opacity >= 180
@sprite_text.opacity = 180
@sprite_bg.opacity = 220
@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
if visible
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL) || (Input.press?(Input::R) && $game_switches[253])
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
if $game_temp.message_doc_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/page.wav", 100)
end
end
end
#--------------------------------------------------------------------------
# * Variables
#--------------------------------------------------------------------------
def visible
@viewport.visible
end
def visible=(val)
@viewport.visible = val
end
end