Scene_Base.prototype.start = function () { this._started = true; this._active = true; ConfigManager["touchUI"] = false; }; //全てのウィンドウでマウスカーソルがホバーした時音を鳴らす Window_Selectable.prototype.processTouch = function () { if (this.isOpenAndActive()) { const lastIndex = this.index(); if (this.isHoverEnabled() && TouchInput.isHovered()) { this.onTouchSelect(false); } else if (TouchInput.isTriggered()) { this.onTouchSelect(true); } if (TouchInput.isClicked()) { this.onTouchOk(); } else if (TouchInput.isCancelled()) { this.onTouchCancel(); } if (this.index() !== lastIndex) { this.playCursorSound(); } } }; //アウトラインないver // Window_Base.prototype.CBRdrawText = function (text, x, y, maxWidth, align) { // this.contents.CBRdrawText(text, x, y, maxWidth, this.lineHeight(), align); // }; // Bitmap.prototype.CBRdrawText = function (text, x, y, maxWidth, lineHeight, align) { // // [Note] Different browser makes different rendering with // // textBaseline == 'top'. So we use 'alphabetic' here. // const context = this.context; // const alpha = context.globalAlpha; // maxWidth = maxWidth || 0xffffffff; // let tx = x; // let ty = Math.round(y + lineHeight / 2 + this.fontSize * 0.35); // if (align === "center") { // tx += maxWidth / 2; // } // if (align === "right") { // tx += maxWidth; // } // context.save(); // context.font = this._makeFontNameText(); // context.textAlign = align; // context.textBaseline = "alphabetic"; // context.globalAlpha = alpha; // this._drawTextBody(text, tx, ty, maxWidth); // context.restore(); // this._baseTexture.update(); // }; /* //ウィンドウスキンの変更 Window_Base.prototype.loadWindowskin = function() { this.windowskin = ImageManager.loadSystem("Window"); this.CBRwindowskin_1 = ImageManager.loadSystem("scalable_window_04_03"); }; //背景ウィンドウフレームを追加 Window_Base.prototype._createFrameSprite = function() { this._frameSprite_1 = new Sprite(); for (let i = 0; i < 8; i++) { this._frameSprite_1.addChild(new Sprite()); } this._container.addChild(this._frameSprite_1); }; Window_Base.prototype._refreshFrame = function() { //ウィンドウフレームの範囲 var drect = { x: 0, y: 0, width: this._width, height: this._height }; //利用するウィンドウの切り取る範囲 var srect = { x: 0, y: 0, width: 128, height: 128 }; var m = 20; for (const child of this._frameSprite_1.children) { child.bitmap = this.CBRwindowskin_1; } this._setRectPartsGeometry(this._frameSprite_1, srect, drect, m); this._frameSprite_1.opacity = 200; }; Window_Base.prototype._updateFrame = function() { //this._frameSprite_1.visible = this.frameVisible; }; Window_Base.prototype.drawItemBackground = function(index) { }; Window_Base.prototype._refreshBack = function() { const m = this._margin; const w = Math.max(0, this._width - m * 2); const h = Math.max(0, this._height - m * 2); const sprite = this._backSprite; const tilingSprite = sprite.children[0]; // [Note] We use 95 instead of 96 here to avoid blurring edges. sprite.bitmap = this.CBRwindowskin_1; sprite.setFrame(20, 20, 50, 50); sprite.y = 20; sprite.x = 20; //sprite.move(m, m); sprite.scale.x = (w - 32) / 50; sprite.scale.y = (h - 32) / 50; tilingSprite.bitmap = this._windowskin; tilingSprite.setFrame(0, 96, 96, 96); tilingSprite.move(0, 0, w, h); tilingSprite.scale.x = 1 / sprite.scale.x; tilingSprite.scale.y = 1 / sprite.scale.y; sprite.setColorTone(this._colorTone); }; Window_Base.prototype.updateBackOpacity = function() { this.backOpacity = 200; }; //なんか4px下が狭い Window_Selectable.prototype.initialize = function(rect) { Window_Scrollable.prototype.initialize.call(this, rect); this._index = -1; this._cursorFixed = false; this._cursorAll = false; this._helpWindow = null; this._handlers = {}; this._doubleTouch = false; this._canRepeat = true; this.deactivate(); this.height += 4; }; */ //背景の黒い奴失くす // Window_Selectable.prototype.drawAllItems = function () { // const topIndex = this.topIndex(); // for (let i = 0; i < this.maxVisibleItems(); i++) { // const index = topIndex + i; // if (index < this.maxItems()) { // this.drawItemBackground(index); // this.drawItem(index); // } // } // }; // Window_Selectable.prototype.drawItemBackground = function (index) {}; // Window_Base.prototype.loadWindowskin = function () { // if (this.redWindow) { // this.windowskin = ImageManager.loadSystem("Window_red"); // } else { // this.windowskin = ImageManager.loadSystem("Window"); // } // }; //赤情報があったらウィンドウのスキンを赤に // Window_Base.prototype.initialize = function (rect) { // Window.prototype.initialize.call(this); // var s = SceneManager._scene.constructor.name; // //メニューとツリーでメニューがあったら赤 // if (s == "Scene_Menu") { // this.redWindow = true; // //つまりメニューからセーブ画面に飛んでた時は赤 // } else if (SceneManager._stack.length > 0) { // var idx = SceneManager._stack.findIndex((element) => element.name == "Scene_Menu"); // if (idx > -1 && s != "Scene_Map") { // this.redWindow = true; // } // } // this.loadWindowskin(); // this.checkRectObject(rect); // this.move(rect.x, rect.y, rect.width, rect.height); // this.updatePadding(); // this.updateBackOpacity(); // this.updateTone(); // this.createContents(); // this._opening = false; // this._closing = false; // this._dimmerSprite = null; // }; Scene_Boot.prototype.adjustBoxSize = function () { const uiAreaWidth = $dataSystem.advanced.uiAreaWidth; const uiAreaHeight = $dataSystem.advanced.uiAreaHeight; const boxMargin = 0; Graphics.boxWidth = uiAreaWidth - boxMargin * 2; Graphics.boxHeight = uiAreaHeight - boxMargin * 2; }; //################### メッセージウィンドウ ##################### Scene_Message.prototype.messageWindowRect = function () { const ww = Graphics.width; const wh = 270; const wx = 0; const wy = Graphics.height - wh; return new Rectangle(wx, wy, ww, wh); }; Window_Message.prototype.loadWindowskin = function () { this.windowskin = ImageManager.loadSystem("message"); }; Window_Message.prototype._refreshBack = function () { const sprite = this._backSprite; // [Note] We use 95 instead of 96 here to avoid blurring edges. sprite.bitmap = this._windowskin; }; Window_Message.prototype._refreshFrame = function () {}; Window_Message.prototype.updateBackOpacity = function () { this.backOpacity = (255 * ConfigManager.msOpacityVolume) / 100; }; Window_Message.prototype.startMessage = function () { const text = $gameMessage.allText(); const textState = this.createTextState(text, 0, 0, 0); textState.x = this.newLineX(textState); textState.startX = textState.x + 300; this._textState = textState; this.newPage(this._textState); this.updatePlacement(); this.updateBackground(); this.open(); this._nameBoxWindow.start(); }; Window_Message.prototype.newPage = function (textState) { this.contents.clear(); this.resetFontSettings(); this.clearFlags(); this.updateSpeakerName(); this.loadMessageFace(); textState.x = textState.startX; textState.y = 120; textState.height = this.calcTextHeight(textState); }; Window_Message.prototype._refreshAllParts = function () { this._padding = 0; this._refreshBack(); this._refreshFrame(); this._refreshCursor(); this._refreshArrows(); // this._refreshPauseSign(); }; // #################### 名前欄 #################### Window_NameBox.prototype.initialize = function () { Window_Base.prototype.initialize.call(this, new Rectangle()); this.openness = 0; this._name = ""; // windowが重なっても透過させる this._isWindow = false; }; Window_NameBox.prototype.updatePlacement = function () { this.width = this.windowWidth(); this.height = this.windowHeight(); const messageWindow = this._messageWindow; if ($gameMessage.isRTL()) { this.x = messageWindow.x + messageWindow.width - this.width; } else { this.x = messageWindow.x; } if (messageWindow.y > 0) { this.y = messageWindow.y - this.height; } else { this.y = messageWindow.y + messageWindow.height; } this.x += 280; this.y += 150; }; Window_NameBox.prototype._refreshAllParts = function () { this._padding = 0; //this._refreshBack(); //this._refreshFrame(); this._refreshCursor(); this._refreshArrows(); this._refreshPauseSign(); }; Window_NameBox.prototype.windowWidth = function () { if (this._name) { const textWidth = this.textSizeEx(`【${this._name}】`).width; const padding = this.padding + this.itemPadding(); const width = Math.ceil(textWidth) + padding * 2; return Math.min(width, Graphics.boxWidth); } else { return 0; } }; Window_NameBox.prototype.refresh = function () { const rect = this.baseTextRect(); this.contents.clear(); this.drawTextEx(this._name ? `【${this._name}】` : "", rect.x, rect.y, rect.width); }; // Window_Message.prototype.newPage = function (textState) { // this.contents.clear(); // this.resetFontSettings(); // this.clearFlags(); // this.updateSpeakerName(); // this.loadMessageFace(); // textState.x = textState.startX; // textState.y = 0 + 70; // textState.height = this.calcTextHeight(textState); // }; //########## 名前欄 // Window_NameBox.prototype.initialize = function () { // Window_Base.prototype.initialize.call(this, new Rectangle()); // this.openness = 0; // this._name = ""; // this._isWindow = false; // }; // Window_NameBox.prototype.updatePlacement = function () { // this.width = this.windowWidth(); // this.height = this.windowHeight(); // const messageWindow = this._messageWindow; // if ($gameMessage.isRTL()) { // this.x = messageWindow.x + messageWindow.width - this.width; // } else { // this.x = messageWindow.x; // } // if (messageWindow.y > 0) { // this.y = messageWindow.y - this.height + 70; // } else { // this.y = messageWindow.y + messageWindow.height + 70; // } // }; // Window_NameBox.prototype.windowWidth = function () { // return Graphics.width; // }; // Window_NameBox.prototype.refresh = function () { // const rect = this.baseTextRect(); // this.contents.clear(); // this.drawTextEx(this._name, 224, rect.y, rect.width); // }; // Window_NameBox.prototype.loadWindowskin = function () { // this.windowskin = ImageManager.loadSystem("name"); // }; // Window_NameBox.prototype._refreshBack = function () { // const sprite = this._backSprite; // sprite.x = (1280 - 793) / 2; // sprite.y = 50; // // [Note] We use 95 instead of 96 here to avoid blurring edges. // sprite.bitmap = this._windowskin; // }; // Window_NameBox.prototype._refreshFrame = function () {}; // Window_NameBox.prototype.updateBackOpacity = function () { // this.backOpacity = 255; // };