03-03-2008, 06:51 AM
Window - Hidden RGSS Class
by Selwyn
by Selwyn
INTRODUCTION
Selwyn @ RMXP.Org Wed Dec 06, 2006 Wrote:I'm reposting this since it was deleted with the hack.
that's the rewrite of the Window class. It works exactly the same as the default Window class but include a few new features, like the #margin and #margin= methods allowing to set the margin's size.
note : this is a scripting tool and thus, mainly intented for scripters.
SCRIPT
The Script
Code:
#==============================================================================
# ? Window - Hidden RGSS Class
#------------------------------------------------------------------------------
# ?by Selwyn
#==============================================================================
#==============================================================================
# ? Bitmap
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# ? erase
#--------------------------------------------------------------------------
def erase(*args)
if args.size == 1
rect = args[0]
elsif args.size == 4
rect = Rect.new(*args)
end
fill_rect(rect, Color.new(0, 0, 0, 0))
end
end
#==============================================================================
# ? SG
#------------------------------------------------------------------------------
# ?Selwyn's Graphics module
#==============================================================================
module SG
#==============================================================================
# ? SG::Skin
#==============================================================================
class Skin
#--------------------------------------------------------------------------
# ? instances settings
#--------------------------------------------------------------------------
attr_reader :margin
attr_accessor :bitmap
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize
@bitmap = nil
@values = {}
@values['bg'] = Rect.new(0, 0, 128, 128)
@values['pause0'] = Rect.new(160, 64, 16, 16)
@values['pause1'] = Rect.new(176, 64, 16, 16)
@values['pause2'] = Rect.new(160, 80, 16, 16)
@values['pause3'] = Rect.new(176, 80, 16, 16)
@values['arrow_up'] = Rect.new(152, 16, 16, 8)
@values['arrow_down'] = Rect.new(152, 40, 16, 8)
@values['arrow_left'] = Rect.new(144, 24, 8, 16)
@values['arrow_right'] = Rect.new(168, 24, 8, 16)
self.margin = 16
end
#--------------------------------------------------------------------------
# ? width
#--------------------------------------------------------------------------
def margin=(width)
@margin = width
set_values
end
#--------------------------------------------------------------------------
# ? set_values
#--------------------------------------------------------------------------
def set_values
w = @margin
@values['ul_corner'] = Rect.new(128, 0, w, w)
@values['ur_corner'] = Rect.new(192-w, 0, w, w)
@values['dl_corner'] = Rect.new(128, 64-w, w, w)
@values['dr_corner'] = Rect.new(192-w, 64-w, w, w)
@values['up'] = Rect.new(128+w, 0, 64-2*w, w)
@values['down'] = Rect.new(128+w, 64-w, 64-2*w, w)
@values['left'] = Rect.new(128, w, w, 64-2*w)
@values['right'] = Rect.new(192-w, w, w, 64-2*w)
end
#--------------------------------------------------------------------------
# ? []
#--------------------------------------------------------------------------
def [](value)
return @values[value]
end
end
#==============================================================================
# ? SG::Cursor_Rect
#==============================================================================
class Cursor_Rect < ::Sprite
#--------------------------------------------------------------------------
# ? instances settings
#--------------------------------------------------------------------------
attr_reader :height, :width, :skin, :margin
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@width = 0
@height = 0
@skin = nil
@margin = 0
@rect = {}
@rect['cursor_up'] = Rect.new(129, 64, 30, 1)
@rect['cursor_down'] = Rect.new(129, 95, 30, 1)
@rect['cursor_left'] = Rect.new(128, 65, 1, 30)
@rect['cursor_right'] = Rect.new(159, 65, 1, 30)
@rect['upleft'] = Rect.new(128, 64, 1, 1)
@rect['upright'] = Rect.new(159, 64, 1, 1)
@rect['downleft'] = Rect.new(128, 95, 1, 1)
@rect['downright'] = Rect.new(159, 95, 1, 1)
@rect['bg'] = Rect.new(129, 65, 30, 30)
end
#--------------------------------------------------------------------------
# ? margin=
#--------------------------------------------------------------------------
def margin=(margin)
@margin = margin
set(x, y, width, height)
end
#--------------------------------------------------------------------------
# ? skin=
#--------------------------------------------------------------------------
def skin=(skin)
@skin = skin
draw_rect
end
#--------------------------------------------------------------------------
# ? width=
#--------------------------------------------------------------------------
def width=(width)
return if @width == width
@width = width
if @width == 0 and self.bitmap != nil
self.bitmap.dispose
self.bitmap = nil
end
draw_rect
end
#--------------------------------------------------------------------------
# ? height=
#--------------------------------------------------------------------------
def height=(height)
return if @height == height
@height = height
if @height == 0 and self.bitmap != nil
self.bitmap.dispose
self.bitmap = nil
end
draw_rect
end
#--------------------------------------------------------------------------
# ? set
#--------------------------------------------------------------------------
def set(x, y, width, height)
self.x = x + @margin
self.y = y + @margin
if @width != width or @height != height
@width = width
@height = height
if width > 0 and height > 0
draw_rect
end
end
end
#--------------------------------------------------------------------------
# ? empty
#--------------------------------------------------------------------------
def empty
self.x = 0
self.y = 0
self.width = 0
self.height = 0
end
#--------------------------------------------------------------------------
# ? draw_rect
#--------------------------------------------------------------------------
def draw_rect
return if @skin == nil
if @width > 0 and @height > 0
self.bitmap = Bitmap.new(@width, @height)
rect = Rect.new(1, 1, @width - 2, @height - 2)
self.bitmap.stretch_blt(rect, @skin, @rect['bg'])
self.bitmap.blt(0, 0, @skin, @rect['upleft'])
self.bitmap.blt(@width-1, 0, @skin, @rect['upright'])
self.bitmap.blt(0, @height-1, @skin, @rect['downright'])
self.bitmap.blt(@width-1, @height-1, @skin, @rect['downleft'])
rect = Rect.new(1, 0, @width - 2, 1)
self.bitmap.stretch_blt(rect, @skin, @rect['cursor_up'])
rect = Rect.new(0, 1, 1, @height - 2)
self.bitmap.stretch_blt(rect, @skin, @rect['cursor_left'])
rect = Rect.new(1, @height-1, @width - 2, 1)
self.bitmap.stretch_blt(rect, @skin, @rect['cursor_down'])
rect = Rect.new(@width - 1, 1, 1, @height - 2)
self.bitmap.stretch_blt(rect, @skin, @rect['cursor_right'])
end
end
end
#==============================================================================
# ? SG::Window
#------------------------------------------------------------------------------
# ?
#==============================================================================
class Window
#--------------------------------------------------------------------------
# ? set instances variables
#--------------------------------------------------------------------------
attr_reader(:x, :y, :z, :width, :height, :ox, :oy, :opacity, :back_opacity,
:stretch, :contents_opacity, :visible, :pause)
attr_accessor :active
#--------------------------------------------------------------------------
# ? initialize
#--------------------------------------------------------------------------
def initialize()
@skin = Skin.new
@viewport = Viewport.new(0, 0, 0, 0)
@cr_vport = Viewport.new(0, 0, 0, 0)
@width = 0
@height = 0
@ox = 0
@oy = 0
@opacity = 255
@back_opacity = 255
@contents_opacity = 255
@frame = Sprite.new()
@bg = Sprite.new()
@window = Sprite.new(@viewport)
@pause_s = Sprite.new()
@arrows = []
for i in 0...4
@arrows.push(Sprite.new(@cr_vport))
@arrows[i].bitmap = Bitmap.new(16, 16)
@arrows[i].visible = false
end
@cursor_rect = Cursor_Rect.new(@cr_vport)
@cursor_rect.margin = @skin.margin
@cursor_fade = true
@pause_s.visible = false
@pause = false
@active = true
@stretch = true
@visible = true
self.x = 0
self.y = 0
self.z = 100
self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name)
end
#--------------------------------------------------------------------------
# ? contents=
#--------------------------------------------------------------------------
def contents=(bmp)
@window.bitmap = bmp
if bmp != nil
if bmp.width > @viewport.rect.width
bmp.height > @viewport.rect.height
draw_arrows
end
end
end
#--------------------------------------------------------------------------
# ? contents
#--------------------------------------------------------------------------
def contents
return @window.bitmap
end
#--------------------------------------------------------------------------
# ? dispose
#--------------------------------------------------------------------------
def dispose
@bg.dispose
@frame.dispose
@window.dispose
@cursor_rect.dispose
@viewport.dispose
@pause_s.dispose
@cr_vport.dispose
for arrow in @arrows
arrow.dispose
end
end
#--------------------------------------------------------------------------
# ? update
#--------------------------------------------------------------------------
def update
@window.update
@cursor_rect.update
@viewport.update
@cr_vport.update
@pause_s.src_rect = @skin["pause#{(Graphics.frame_count / 8) % 4}"]
@pause_s.update
update_visible
update_arrows
if @cursor_fade
@cursor_rect.opacity -= 10
@cursor_fade = false if @cursor_rect.opacity <= 100
else
@cursor_rect.opacity += 10
@cursor_fade = true if @cursor_rect.opacity >= 255
end
end
#--------------------------------------------------------------------------
# ? update_visible
#--------------------------------------------------------------------------
def update_visible
@frame.visible = @visible
@bg.visible = @visible
@window.visible = @visible
@cursor_rect.visible = @visible
if @pause
@pause_s.visible = @visible
else
@pause_s.visible = false
end
end
#--------------------------------------------------------------------------
# ? pause=
#--------------------------------------------------------------------------
def pause=(pause)
@pause = pause
update_visible
end
#--------------------------------------------------------------------------
# ? update_arrows
#--------------------------------------------------------------------------
def update_arrows
if @window.bitmap == nil or @visible == false
for arrow in @arrows
arrow.visible = false
end
else
@arrows[0].visible = @oy > 0
@arrows[1].visible = @ox > 0
@arrows[2].visible = (@window.bitmap.width - @ox) > @viewport.rect.width
@arrows[3].visible = (@window.bitmap.height - @oy) > @viewport.rect.height
end
end
#--------------------------------------------------------------------------
# ? visible=
#--------------------------------------------------------------------------
def visible=(visible)
@visible = visible
update_visible
update_arrows
end
#--------------------------------------------------------------------------
# ? x=
#--------------------------------------------------------------------------
def x=(x)
@x = x
@bg.x = x + 2
@frame.x = x
@viewport.rect.x = x + @skin.margin
@cr_vport.rect.x = x
@pause_s.x = x + (@width / 2) - 8
set_arrows
end
#--------------------------------------------------------------------------
# ? y=
#--------------------------------------------------------------------------
def y=(y)
@y = y
@bg.y = y + 2
@frame.y = y
@viewport.rect.y = y + @skin.margin
@cr_vport.rect.y = y
@pause_s.y = y + @height - @skin.margin
set_arrows
end
#--------------------------------------------------------------------------
# ? z=
#--------------------------------------------------------------------------
def z=(z)
@z = z
@bg.z = z
@frame.z = z + 1
@cr_vport.z = z + 2
@viewport.z = z + 3
@pause_s.z = z + 4
end
#--------------------------------------------------------------------------
# ? ox=
#--------------------------------------------------------------------------
def ox=(ox)
return if @ox == ox
@ox = ox
@viewport.ox = ox
update_arrows
end
#--------------------------------------------------------------------------
# ? oy=
#--------------------------------------------------------------------------
def oy=(oy)
return if @oy == oy
@oy = oy
@viewport.oy = oy
update_arrows
end
#--------------------------------------------------------------------------
# ? width=
#--------------------------------------------------------------------------
def width=(width)
@width = width
@viewport.rect.width = width - @skin.margin * 2
@cr_vport.rect.width = width
if @width > 0 and @height > 0
@frame.bitmap = Bitmap.new(@width, @height)
@bg.bitmap = Bitmap.new(@width - 4, @height - 4)
draw_window
end
self.x = @x
self.y = @y
end
#--------------------------------------------------------------------------
# ? height=
#--------------------------------------------------------------------------
def height=(height)
@height = height
@viewport.rect.height = height - @skin.margin * 2
@cr_vport.rect.height = height
if @height > 0 and @width > 0
@frame.bitmap = Bitmap.new(@width, @height)
@bg.bitmap = Bitmap.new(@width - 4, @height - 4)
draw_window
end
self.x = @x
self.y = @y
end
#--------------------------------------------------------------------------
# ? opacity=
#--------------------------------------------------------------------------
def opacity=(opacity)
value = [[opacity, 255].min, 0].max
@opacity = value
@contents_opacity = value
@back_opacity = value
@frame.opacity = value
@bg.opacity = value
@window.opacity = value
end
#--------------------------------------------------------------------------
# ? back_opacity=
#--------------------------------------------------------------------------
def back_opacity=(opacity)
value = [[opacity, 255].min, 0].max
@back_opacity = value
@bg.opacity = value
end
#--------------------------------------------------------------------------
# ? contents_opacity=
#--------------------------------------------------------------------------
def contents_opacity=(opacity)
value = [[opacity, 255].min, 0].max
@contents_opacity = value
@window.opacity = value
end
#--------------------------------------------------------------------------
# ? cursor_rect
#--------------------------------------------------------------------------
def cursor_rect
return @cursor_rect
end
#--------------------------------------------------------------------------
# ? cursor_rect=
#--------------------------------------------------------------------------
def cursor_rect=(rect)
@cursor_rect.x = rect.x
@cursor_rect.y = rect.y
if @cursor_rect.width != rect.width or @cursor_rect.height != rect.height
@cursor_rect.set(@cursor_rect.x, @cursor_rect.y, rect.width, rect.height)
end
end
#--------------------------------------------------------------------------
# ? windowskin
#--------------------------------------------------------------------------
def windowskin
return @skin.bitmap
end
#--------------------------------------------------------------------------
# ? windowskin=
#--------------------------------------------------------------------------
def windowskin=(windowskin)
return if windowskin == nil
if @skin.bitmap != windowskin
@pause_s.bitmap = windowskin
@pause_s.src_rect = @skin['pause0']
@skin.bitmap = windowskin
@cursor_rect.skin = windowskin
draw_window
draw_arrows
end
end
#--------------------------------------------------------------------------
# ? margin=
#--------------------------------------------------------------------------
def margin=(margin)
if @skin.margin != margin
@skin.margin = margin
self.x = @x
self.y = @y
temp = @height
self.height = 0
self.width = @width
self.height = temp
@cursor_rect.margin = margin
set_arrows
end
end
#--------------------------------------------------------------------------
# ? stretch=
#--------------------------------------------------------------------------
def stretch=(bool)
if @stretch != bool
@stretch = bool
draw_window
end
end
#--------------------------------------------------------------------------
# ? set_arrows
#--------------------------------------------------------------------------
def set_arrows
@arrows[0].x = @width / 2 - 8
@arrows[0].y = 8
@arrows[1].x = 8
@arrows[1].y = @height / 2 - 8
@arrows[2].x = @width - 16
@arrows[2].y = @height / 2 - 8
@arrows[3].x = @width / 2 - 8
@arrows[3].y = @height - 16
end
#--------------------------------------------------------------------------
# ? draw_arrows
#--------------------------------------------------------------------------
def draw_arrows
return if @skin.bitmap == nil
@arrows[0].bitmap.blt(0, 0, @skin.bitmap, @skin['arrow_up'])
@arrows[1].bitmap.blt(0, 0, @skin.bitmap, @skin['arrow_left'])
@arrows[2].bitmap.blt(0, 0, @skin.bitmap, @skin['arrow_right'])
@arrows[3].bitmap.blt(0, 0, @skin.bitmap, @skin['arrow_down'])
update_arrows
end
#--------------------------------------------------------------------------
# ? draw_window
#--------------------------------------------------------------------------
def draw_window
return if @skin.bitmap == nil
return if @width == 0 or @height == 0
m = @skin.margin
if @frame.bitmap.nil?
@frame.bitmap = Bitmap.new(@width, @height)
@bg.bitmap = Bitmap.new(@width - 4, @height - 4)
end
@frame.bitmap.clear
@bg.bitmap.clear
if @stretch
dest_rect = Rect.new(0, 0, @width-4, @height-4)
@bg.bitmap.stretch_blt(dest_rect, @skin.bitmap, @skin['bg'])
else
bgw = Integer((@width-4) / 128) + 1
bgh = Integer((@height-4) / 128) + 1
for x in 0..bgw
for y in 0..bgh
@bg.bitmap.blt(x * 128, y * 128, @skin.bitmap, @skin['bg'])
end
end
end
bx = Integer((@width - m*2) / @skin['up'].width) + 1
by = Integer((@height - m*2) / @skin['left'].height) + 1
for x in 0..bx
w = @skin['up'].width
@frame.bitmap.blt(x * w + m, 0, @skin.bitmap, @skin['up'])
@frame.bitmap.blt(x * w + m, @height - m, @skin.bitmap, @skin['down'])
end
for y in 0..by
h = @skin['left'].height
@frame.bitmap.blt(0, y * h + m, @skin.bitmap, @skin['left'])
@frame.bitmap.blt(@width - m, y * h + m, @skin.bitmap, @skin['right'])
end
@frame.bitmap.erase(@width - m, 0, m, m)
@frame.bitmap.erase(0, @height - m, m, m)
@frame.bitmap.erase(@width - m, @height - m, m, m)
@frame.bitmap.blt(0, 0, @skin.bitmap, @skin['ul_corner'])
@frame.bitmap.blt(@width - m, 0, @skin.bitmap, @skin['ur_corner'])
@frame.bitmap.blt(0, @height - m, @skin.bitmap, @skin['dl_corner'])
@frame.bitmap.blt(@width - m, @height - m, @skin.bitmap, @skin['dr_corner'])
end
end
end
TERMS AND CONDITIONS
Give credit, enjoy!