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Zeriab

Dialog System

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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
 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.

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