#==============================================================================
# ** [ERZVX] Enhanced Bitmap#draw_text (by ERZENGEL at 27-April-2008 at 19:53)
#------------------------------------------------------------------------------
# Bitmap#draw_text is able to convert control characters.
#==============================================================================
=begin
###############################################################################
Default control characters:
\V[n] Replaced by the value of variable n (n = ID of a variable).
\N[n] Replaced by the name of actor n (n = ID of an actor).
\C[n] Change the color of the following text(n = 0 til 31).
\G Replaced by the current gold amount.
\\ Replaced by the '\' character.
Control characters from woratanas NMS (v2.52):
\MAP Replaced by the current map name.
\NC[n] Replaced by the class of actor n (n = ID of an actor).
\NP[n] Replaced by the name of actor n in the party (n = integer between 1 and 4).
\NM[n] Replaced by the name of enemy n (n = ID of an enemy).
\NT[n] Replaced by the name of troop n (n = ID of a troop).
\NI[n] Replaced by the name of item n (n = ID of an item).
\NW[n] Replaced by the name of weapon n (n = ID of a weapon).
\NA[n] Replaced by the name of armor n (n = ID of an armor).
\NS[n] Replaced by the name of skill n (n = ID of a skill).
\PRICE[n] Replaced by the price of the item n (n = ID of an item).
\IC[n] Replaced by the icon with the index n (n = Index of icon in the Iconset).
\DW[n] Replaced by the icon and name of weapon n (n = ID of a weapon).
\DI[n] Replaced by the icon and name of item n (n = ID of an item).
\DA[n] Replaced by the icon and name of armor n (n = ID of an armor).
\DS[n] Replaced by the icon and name of skill n (n = ID of a skill).
\FN[str] Following text is in font str (str = name of a font).
\FS[n] Following text is in fontsize n (n = integer. Standard is 20).
Other control characters:
\BO Following text is or isn't bold.
\IT Following text is or isn't italic.
\SH Folling text is or isn't shadowed.
\AL[n] Align text (n = integer between 0 and 2 (0 = left, 1 = center, 2 = right)).
###############################################################################
=end
#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Draw text
#--------------------------------------------------------------------------
alias :erzvx_draw_text :draw_text unless $@
def draw_text(*args)
# Falls erstes Argument ein Rectobjekt ist
if args[0].is_a?(Rect)
if args.size > 3 then raise(ArgumentError) end
x, y, width, height = args[0].x, args[0].y, args[0].width, args[0].height
str = args[1]
align = args[2]
else
if args.size > 6 then raise(ArgumentError) end
x, y, width, height, str, align = args[0..5]
end
# Links ausrichten, falls Wert von align nil oder größer als 2 ist
align = 0 if align.nil? || align > 2
# Standardeigenschaften in Variablen speichern
name, size, color = self.font.name, self.font.size, self.font.color
bold, italic, shadow = self.font.bold, self.font.italic, self.font.shadow
# Temporäre Variablen erstellen
tstr = (str.is_a?(String) ? str : str.to_s) + "\n"; tc = ''; tx = 0
begin
lasttstr = tstr.clone
tstr = convert_special_characters(tstr)
end until tstr == lasttstr
while (!(c = tstr.slice!(/./m)).nil?)
case c
when "\x01" # \C[n]
tstr.sub!(/\[([0-9]+)\]/, "")
tcolor = $1.to_i
self.font.color = text_color(tcolor) if tcolor >= 0 && tcolor <= 31
when "\x02" # \C[n]
tstr.sub!(/\[([0-2]+)\]/, "")
align = $1.to_i
when "\x83" # \IC[n]
tstr.sub!(/\[([0-9]+)\]/, "")
icon_index = $1.to_i
draw_icon(icon_index, x, y)
tx += 24
when "\x84" # \FN[*]
tstr.sub!(/\[(.*?)\]/, "")
self.font.name = $1.to_s
when "\x85" # \FS[n]
tstr.sub!(/\[([0-9]+)\]/, "")
self.font.size = $1.to_i
when "\x88" # \BO
self.font.bold = !self.font.bold
when "\x89" # \IT
self.font.italic = !self.font.italic
when "\x93" # \SH
self.font.shadow = !self.font.shadow
when "\n" # Neue Zeile
if align == 1 # Zentriert
tx = width - tx
tx = tx / 2
erzvx_draw_text((x + tx), y, (width - tx), height, tc)
elsif align == 2 # Rechts
tx = width - tx
erzvx_draw_text((x + tx), y, (width - tx), height, tc)
end
# Temporäre Variablen zurücksetzen
tc = tstr = ''; tx = 0
else # Normal text character
# Ausrichtungsabfrage (Links)
if align == 0
erzvx_draw_text((x + tx), y, width, height, c, align)
tx += text_size(c).width
else
tc += c
tx += text_size(c).width
end
end
end
# Standardeigenschaften wiederherstellen
self.font.name, self.font.size, self.font.color = name, size, color
self.font.bold, self.font.italic, self.font.shadow = bold, italic, shadow
end
#--------------------------------------------------------------------------
# * Convert Special Characters
#--------------------------------------------------------------------------
def convert_special_characters(str)
# Mit Wert einer Variable ersetzen
str.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
# Mit Namen eines Heldens ersetzen
str.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
# Nachfolgenden Text in anderer Farbe anzeigen
str.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
# Mit dem aktuellen Goldbetrag ersetzen
str.gsub!(/\\G/) { $game_party.gold.to_s }
# Backslash anzeigen
str.gsub!(/\\\\/) { "\\" }
# Ausrichtung ändern
str.gsub!(/\\AL\[([0-2]+)\]/i) { "\x02[#{$1}]" }
# Woratana's :: Map Name
str.gsub!(/\\MAP/i) { get_map_name }
# Woratana's :: Actor Class Name
str.gsub!(/\\NC\[([0-9]+)\]/i) {
$data_classes[$data_actors[$1.to_i].class_id].name }
# Woratana's :: Party Actor Name
str.gsub!(/\\NP\[([0-9]+)\]/i) { $game_party.members[($1.to_i - 1)].name }
# Woratana's :: Monster Name
str.gsub!(/\\NM\[([0-9]+)\]/i) { $data_enemies[$1.to_i].name }
# Woratana's :: Troop Name
str.gsub!(/\\NT\[([0-9]+)\]/i) { $data_troops[$1.to_i].name }
# Woratana's :: Item Name
str.gsub!(/\\NI\[([0-9]+)\]/i) { $data_items[$1.to_i].name }
# Woratana's :: Weapon Name
str.gsub!(/\\NW\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name }
# Woratana's :: Armor Name
str.gsub!(/\\NA\[([0-9]+)\]/i) { $data_armors[$1.to_i].name }
# Woratana's :: Skill Name
str.gsub!(/\\NS\[([0-9]+)\]/i) { $data_skills[$1.to_i].name }
# Woratana's :: Item Price
str.gsub!(/\\PRICE\[([0-9]+)\]/i) { $data_items[$1.to_i].price.to_s }
# Woratana's :: Draw Icon
str.gsub!(/\\IC\[([0-9]+)\]/i) { "\x83[#{$1}]" }
# Woratana's :: Draw Weapon Name + Icon
str.gsub!(/\\DW\[([0-9]+)\]/i) {
"\x83[#{$data_weapons[$1.to_i].icon_index}]\\NW[#{$1.to_i}]" }
# Woratana's :: Draw Item Name + Icon
str.gsub!(/\\DI\[([0-9]+)\]/i) {
"\x83[#{$data_items[$1.to_i].icon_index}]\\NI[#{$1.to_i}]" }
# Woratana's :: Draw Armor Name + Icon
str.gsub!(/\\DA\[([0-9]+)\]/i) {
"\x83[#{$data_armors[$1.to_i].icon_index}]\\NA[#{$1.to_i}]" }
# Woratana's :: Draw Skill Name + Icon
str.gsub!(/\\DS\[([0-9]+)\]/i) {
"\x83[#{$data_skills[$1.to_i].icon_index}]\\ns[#{$1.to_i}]" }
# Woratana's :: Font Name Change
str.gsub!(/\\FN\[(.*?)\]/i) { "\x84[#{$1}]" }
# Woratana's :: Font Size Change
str.gsub!(/\\FS\[([0-9]+)\]/i) { "\x85[#{$1}]" }
# Woratana's :: BOLD Text
str.gsub!(/\\BO/i) { "\x88" }
# Woratana's :: ITALIC Text
str.gsub!(/\\IT/i) { "\x89" }
# Woratana's :: SHADOW Text
str.gsub!(/\\SH/i) { "\x93" }
return str
end
#--------------------------------------------------------------------------
# * Get Text Color
#--------------------------------------------------------------------------
def text_color(n)
x = 64 + (n % 8) * 8
y = 96 + (n / 8) * 8
windowskin = Cache.system('Window')
return windowskin.get_pixel(x, y)
end
#--------------------------------------------------------------------------
# * Get Map Name
#--------------------------------------------------------------------------
def get_map_name
$data_mapinfos = load_data('Data/MapInfos.rvdata') if $data_mapinfos.nil?
map_id = $game_map.map_id
return $data_mapinfos[map_id].name
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(icon_index, x, y)
bitmap = Cache.system('Iconset')
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.blt(x, y, bitmap, rect)
end
end