I just found out that this system works amazingly well on RMVX. All that is needed is to change the fixed widths 640 and 480 to Graphics.width and Graphics.height.
So here is an update with a RMVX version:
The dialog framework:
#==============================================================================
# ** Dialog system - RMVX
#------------------------------------------------------------------------------
# Zeriab
# Version 1.0
# 2008-02-16 (Year-Month-Day)
#------------------------------------------------------------------------------
# * Description :
#
# A small framework like script for dialogs
#------------------------------------------------------------------------------
# * License :
#
# Copyright (C) 2008 Zeriab
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser Public License for more details.
#
# For the full license see <http://www.gnu.org/licenses/>
# The GNU General Public License: http://www.gnu.org/licenses/gpl.txt
# The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
#------------------------------------------------------------------------------
# * Instructions :
#
# You can place this script pretty much anyway you like.
# Place it above any other Dialogs you might be using.
# Increase the STARTING_Z_VALUE if you have trouble with the dialog not
# on top.
#==============================================================================
class Dialog
STARTING_Z_VALUE = 1500 # Default value is 1500
attr_accessor :value
attr_writer :marked_to_close
#--------------------------------------------------------------------------
# * Getter with 'false' as default value
#--------------------------------------------------------------------------
def marked_to_close
@marked_to_close = false if @marked_to_close.nil?
return @marked_to_close
end
#--------------------------------------------------------------------------
# * Mark the dialog to close
#--------------------------------------------------------------------------
def mark_to_close
self.marked_to_close = true
end
#--------------------------------------------------------------------------
# * Show the dialog
# Returns the value from the dialog
#--------------------------------------------------------------------------
def self.show(*args, &block)
dialog = self.new(*args, &block)
dialog.marked_to_close = false
return dialog.main
end
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(*args, &block)
# For subclasses to overwrite
end
#--------------------------------------------------------------------------
# * Main processing
#--------------------------------------------------------------------------
def main
# Create the dimmed background
create_background
# Create Windows
main_window
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if the dialog should close
if marked_to_close
break
end
end
# Dispose of windows
main_dispose
# Dispose of background
dispose_background
# Update input information
Input.update
# Returns the acquired value
return self.value
end
#--------------------------------------------------------------------------
# * Create the dimmed background
#--------------------------------------------------------------------------
def create_background
bitmap = Bitmap.new(Graphics.width,Graphics.height)
bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,128))
@background_sprite = Sprite.new
@background_sprite.z = STARTING_Z_VALUE
@background_sprite.bitmap = bitmap
end
#--------------------------------------------------------------------------
# * Create the windows
#--------------------------------------------------------------------------
def main_window
# For the subclasses to override
# Remember to set their z.value to at least STARTING_Z_VALUE + 1
end
#--------------------------------------------------------------------------
# * Dispose the background
#--------------------------------------------------------------------------
def dispose_background
@background_sprite.dispose
end
#--------------------------------------------------------------------------
# * Dispose the windows
#--------------------------------------------------------------------------
def main_dispose
# For the subclasses to override
# Dispose your windows here
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# For the subclasses to override
if Input.trigger?(Input::B)
mark_to_close
end
end
end
A simple Yes/No Dialog: (as an example, REQUIRES the framework)
#============================================================================
# * A Simple Yes/No dialog (RMVX)
#============================================================================
class Dialog_YesNo < Dialog
# self.value: false = No, true = Yes
#--------------------------------------------------------------------------
# * A show method
#--------------------------------------------------------------------------
def initialize(default_value = false, text = nil)
# Sets the default value
self.value = default_value
@text = text
# Sets the menu index
if default_value
@menu_index = 0
else
@menu_index = 1
end
end
#--------------------------------------------------------------------------
# * Create the windows
#--------------------------------------------------------------------------
def main_window
@disposables = []
# The command window
@command_window = Window_Command.new(80, ['Yes', 'No'])
@command_window.index = @menu_index
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = (Graphics.height - @command_window.height) / 2
@command_window.z = STARTING_Z_VALUE + 1
@disposables << @command_window
# The text window
if @text.is_a?(String)
@text_window = Window_Help.new
@text_window.set_text(@text, 1)
@text_window.z = STARTING_Z_VALUE + 1
@disposables << @text_window
end
end
#--------------------------------------------------------------------------
# * Dispose the windows
#--------------------------------------------------------------------------
def main_dispose
@disposables.each {|element| element.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@command_window.update
if Input.trigger?(Input::B)
mark_to_close
self.value = false
end
if Input.trigger?(Input::C)
if @command_window.index == 0
self.value = true
else
self.value = false
end
mark_to_close
end
end
end
An as an actual use here is a code if you want a confirmation dialog when attempting to overwrite an existing save: (REQUIRES Dialog_YesNo)
class Scene_File < Scene_Base
alias scene_file_dialog_determine_savefile determine_savefile
#--------------------------------------------------------------------------
# * Determine savefile
#--------------------------------------------------------------------------
def determine_savefile
if @saving && @savefile_windows[@index].file_exist
var = Dialog_YesNo.show(false, 'Do you want to overwrite' +
' the old savegame?')
unless var
Sound.play_buzzer
return
end
end
scene_file_dialog_determine_savefile
end
end
It is used in the very same way as the RMXP version, so refer to my
RMXP Dialog System for instructions.
Note: Only have 1 copy of the scripts here or you might get errors.
*hugs*
- Zeriab