#=============================================================================== # Mouse System # By Jet10985(Jet) #=============================================================================== # This script will allow full use of the mouse inside of VX for various # purposes. # This script has: 9 customization options. #=============================================================================== # Overwritten Methods: # Game_Player: move_by_input # Window_NameInput: item_max #------------------------------------------------------------------------------- # Aliased methods: # Scene_Map: update, terminate # Input: update, trigger?, press?, repeat?, dir4 # Window_Selectable: update, top_row= # Scene_File: update # Game_Event: update, setup # Game_Player: check_action_event # Game_System: initialize #=============================================================================== =begin Showing text above event when mouse hovers: If you want a message to appear over an event's head if the mouse is hovering over the event, put this comment in the event: MOUSE TEXT MESSAGE HERE everything after TEXT will be the hovering display. -------------------------------------------------------------------------------- Change mouse picture above event when mouse hovers: If you want the mouse's picture to temporarily change whne over an event, put this comment in the event MOUSE PIC NAME/NUMBER if you put a name, the mouse will become that picture, but if you put a number then the mouse will become the icon that is the id number -------------------------------------------------------------------------------- Specific mouse click movement routes: If you want the player to land specifically in a square around an event when they click to move on the event, put one of these comments in the event: MOUSE MOVE UP/LEFT/RIGHT/DOWN only put the direction that you want the player to land on. -------------------------------------------------------------------------------- Click to activate: If you want an event to automatically start when it is clicked on, place this in an event comment: MOUSE CLICK -------------------------------------------------------------------------------- Ignore Events: To have an event be ignored when the mouse makes it's movement path(as if the event isn't there), put this comment in the event: MOUSE THROUGH -------------------------------------------------------------------------------- Extra Notes: You can activate action button events by standing next to the event and clicking on it with the mouse. =end module Jet module MouseSystem # This is the image used to display the cursor in-game. CURSOR_IMAGE = "cursor-picture" # If the above image does not exist, the icon at this index will be used. CURSOR_ICON = 2 # turning ths switch on will completely disable the mouse. TURN_MOUSE_OFF_SWITCH = 99 # Do you want the player to be able to move using the mouse? # This can be changed in-game using toggle_mouse_movement(true/false) ALLOW_MOUSE_MOVEMENT = true # Would you like a black box to outline the exact tile the mouse is over? DEV_OUTLINE = true end module HoverText # This is the font for the hovering mouse text. FONT = "Verdana" # This is the font color for hovering mouse text. COLOR = Color.new(255, 255, 255, 255) # This is the font size for hovering mouse text. SIZE = 20 end module Pathfinder # While mainly for coders, you may change this value to allow the # pathfinder more time to find a path. 1000 is default, as it is enough for # a 100x100 MAZE so, yeah. MAXIMUM_ITERATIONS = 1000 end end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== module Mouse Get_Message = Win32API.new('user32', 'GetMessage', 'plll', 'l') GetAsyncKeyState = Win32API.new("user32", "GetAsyncKeyState", 'i', 'i') GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') GetCursorPo = Win32API.new('user32', 'GetCursorPos', 'p', 'i') SetCursorPos = Win32API.new('user32', 'SetCursorPos', 'nn', 'n') ScreenToClient = Win32API.new('user32', 'ScreenToClient', 'lp', 'i') FindWindowA = Win32API.new('user32', 'FindWindowA', 'pp', 'l') GetClientRect = Win32API.new('user32', 'GetClientRect', 'lp', 'i') GetWindowRect = Win32API.new('user32', 'GetWindowRect', 'lp', 'i') contents = File.open('Game.ini', 'r') {|f| f.read } q = contents[/Title=(.+)/].nil? ? "cccc" : $1 @handle = FindWindowA.call('RGSS Player', q) Win32API.new('user32', 'ShowCursor', 'i', 'i').call(0) module_function def click?(button) return true if @keys.include?(button) return false end def press?(button) return true if @press.include?(button) return false end def set_pos(x_pos = 0, y_pos = 0) width,height = client_size if (x_pos.between?(0, width) && y_pos.between?(0, height)) SetCursorPos.call(client_pos[0] + x_pos,client_pos[1] + y_pos) end end def moved? @pos != @old_pos end def set_cursor(image) (@cursor ||= Sprite_Cursor.new).set_cursor(image) end def revert_cursor (@cursor ||= Sprite_Cursor.new).revert end def update if !$game_switches.nil? if $game_switches[Jet::MouseSystem::TURN_MOUSE_OFF_SWITCH] @keys, @press = [], [] @pos = [-1, -1] @cursor.update return end end @old_pos = @pos.dup @pos = Mouse.pos @keys.clear @press.clear @keys.push(1) if GetAsyncKeyState.call(1)&0x01 == 1 @keys.push(2) if GetAsyncKeyState.call(2)&0x01 == 1 @keys.push(3) if GetAsyncKeyState.call(4)&0x01 == 1 @press.push(1) if pressed?(1) @press.push(2) if pressed?(2) @press.push(3) if pressed?(4) @cursor.update rescue @cursor = Sprite_Cursor.new end def init @keys = [] @press = [] @pos = Mouse.pos @cursor = Sprite_Cursor.new end def pressed?(key) return true unless GetKeyState.call(key).between?(0, 1) return false end def global_pos pos = [0, 0].pack('ll') GetCursorPo.call(pos) != 0 ? (return pos.unpack('ll')) : (return [0, 0]) end def pos x, y = screen_to_client(*global_pos) width, height = client_size begin x = 0 if x <= 0; y = 0 if y <= 0 x = width if x >= width; y = height if y >= height return x, y end end def screen_to_client(x, y) return nil unless x && y pos = [x, y].pack('ll') if ScreenToClient.call(@handle, pos) != 0 return pos.unpack('ll') else return [0, 0] end end def client_size rect = [0, 0, 0, 0].pack('l4') GetClientRect.call(@handle, rect) right,bottom = rect.unpack('l4')[2..3] return right, bottom end def client_pos rect = [0, 0, 0, 0].pack('l4') GetWindowRect.call(@handle, rect) left, upper = rect.unpack('l4')[0..1] return left + 4, upper + 30 end def grid [(@pos[0]/32),(@pos[1]/32)] end def true_grid [grid[0] + $game_map.display_x / 256, grid[1] + $game_map.display_y / 256] end def area?(x, y, width, height) @pos[0].between?(x, width + x) && @pos[1].between?(y, height + y) end class Sprite_Cursor < Sprite def initialize super(nil) self.z = 50000 @bitmap_cache = initial_bitmap if Jet::MouseSystem::DEV_OUTLINE @outline = Sprite.new(nil) @outline.bitmap = Bitmap.new(32, 32) @outline.bitmap.fill_rect(0, 0, 32, 32, Color.new(0, 0, 0, 190)) @outline.bitmap.fill_rect(1, 1, 30, 30, Color.new(0, 0, 0, 0)) end end def initial_bitmap begin self.bitmap = Cache.picture(Jet::MouseSystem::CURSOR_IMAGE) rescue self.bitmap = Bitmap.new(24, 24) icon_index = Jet::MouseSystem::CURSOR_ICON rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap.blt(0, 0, Cache.system("Iconset"), rect, 255) end self.bitmap.dup end def set_cursor(image) if image.is_a?(Integer) self.bitmap = Bitmap.new(24, 24) icon_index = image rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap.blt(0, 0, Cache.system("Iconset"), rect, 255) else self.bitmap = Cache.picture(image) end end def revert self.bitmap = @bitmap_cache.dup end def update super self.x, self.y = *Mouse.pos self.visible = !$game_switches[Jet::MouseSystem::TURN_MOUSE_OFF_SWITCH] if !@outline.nil? @outline.visible = $scene.is_a?(Scene_Map) @outline.x = Mouse.grid[0] * 32 @outline.y = [Mouse.grid[1] * 32, 1].max end end end end Mouse.init class << Input alias jet5888_press? press? unless $@ def press?(arg) if arg == Input::C return true if Mouse.press?(1) elsif arg == Input::B return true if Mouse.press?(2) end jet5888_press?(arg) end alias jet5888_repeat? repeat? unless $@ def repeat?(arg) if arg == Input::C return true if Mouse.click?(1) elsif arg == Input::B return true if Mouse.click?(2) end jet5888_repeat?(arg) end alias jet5888_trigger? trigger? unless $@ def trigger?(arg) if arg == Input::C return true if Mouse.click?(1) elsif arg == Input::B return true if Mouse.click?(2) end jet5888_trigger?(arg) end alias jet3845_dir4 dir4 unless $@ def dir4(*args, &block) if (orig = jet3845_dir4) == 0 if !$game_temp.nil? && $scene.is_a?(Scene_Map) if !(a = $game_temp.mouse_character).nil? && a.movable? if !$game_temp.mouse_path.nil? && !$game_temp.mouse_path.empty? return $game_temp.mouse_path.pop * 2 end end end end $game_temp.mouse_path = nil if !$game_temp.nil? return orig end alias jet8432_update update unless $@ def update(*args, &block) jet8432_update(*args, &block) Mouse.update end end class Window_Selectable alias jet1084_update update unless $@ def update(*args, &block) jet1084_update(*args, &block) update_mouse if self.active && self.visible && Mouse.moved? end alias jet7222_top_row top_row= unless $@ def top_row=(*args, &block) @last_cursor_move = 0 if @last_cursor_move.nil? @last_cursor_move -= 1 return if @last_cursor_move > 0 jet7222_top_row(*args, &block) @last_cursor_move = 10 end def update_mouse orig_index = @index rects = [] add_x = self.x + 16 - self.ox add_y = self.y + 16 - self.oy if !self.viewport.nil? add_x += self.viewport.rect.x - self.viewport.ox add_y += self.viewport.rect.y - self.viewport.oy end self.item_max.times {|i| @index = i update_cursor rects.push(cursor_rect.dup) } @index = orig_index rects.each_with_index {|rect, i| if Mouse.area?(rect.x + add_x, rect.y + add_y, rect.width, rect.height) @index = i end } update_cursor end end class Window_NameInput def item_max 90 end end class Scene_File alias jet3467_update update unless $@ def update(*args, &block) update_mouse jet3467_update(*args, &block) end def update_mouse @savefile_windows.size.times {|i| ix = @savefile_windows[i].x iy = @savefile_windows[i].y iw = @savefile_windows[i].width ih = @savefile_windows[i].height if Mouse.area?(ix, iy, iw, ih) @savefile_windows[@index].selected = false @savefile_windows[i].selected = true @index = i end } end end class Game_Temp attr_accessor :mouse_character, :mouse_movement, :mouse_path end class Game_Character def mouse_path(target_x, target_y) f = $game_map.find_path(target_x.to_i, target_y.to_i, @x.to_i, @y.to_i, self) $game_temp.mouse_path = f.collect {|a| a.code } end def turn_toward_character(character) sx = distance_x_from(character.x) sy = distance_y_from(character.y) if sx.abs > sy.abs set_direction(sx > 0 ? 4 : 6) elsif sy != 0 set_direction(sy > 0 ? 8 : 2) end end def distance_x_from(x) result = @x - x if $game_map.loop_horizontal? && result.abs > $game_map.width / 2 if result < 0 result += $game_map.width else result -= $game_map.width end end result end def distance_y_from(y) result = @y - y if $game_map.loop_vertical? && result.abs > $game_map.height / 2 if result < 0 result += $game_map.height else result -= $game_map.height end end result end end class Game_Player alias jet3745_check_action_event check_action_event unless $@ def check_action_event(*args, &block) return false unless Input.jet5888_trigger?(Input::C) jet3745_check_action_event(*args, &block) end end class Window_MousePopUp < Window_Base def initialize(event, text) rect = Bitmap.new(1, 1).text_size(text) width = rect.width height = rect.height super(event.screen_x - width / 2, event.screen_y - 48, width + 32, height + 32) self.opacity = 0 self.contents.font.name = Jet::HoverText::FONT self.contents.font.color = Jet::HoverText::COLOR self.contents.font.size = Jet::HoverText::SIZE @text = text @event = event refresh end def refresh contents.clear contents.draw_text(0, 0, contents.width, contents.height, @text) end def update super self.visible = !@event.erased? && Mouse.true_grid == [@event.x, @event.y] self.x = @event.screen_x - contents.width / 2 - 8 self.y = @event.screen_y - 64 end end class Game_Event attr_accessor :text_box def check_for_comment(regexp) return false if !@list || @list.size <= 1 for item in @list if item.code == 108 or item.code == 408 if !item.parameters[0][regexp].nil? return $1.nil? ? true : $1 end end end return false end def mouse_empty? return true if !@list || @list.size <= 1 return @list.reject {|a| [108, 408].include?(a.code) }.size <= 1 end alias jet3745_setup setup unless $@ def setup(*args, &block) jet3745_setup(*args, &block) @text_box = nil @mouse_activated = nil end def mouse_activated? @mouse_activated ||= check_for_comment(/MOUSE[ ]*CLICK/i) end def text_box @text_box ||= ( if (a = check_for_comment(/MOUSE[ ]*TEXT[ ]*(.+)/i)) Window_MousePopUp.new(self, a) else false end ) end def through if $game_temp.mouse_movement && check_for_comment(/MOUSE[ ]*THROUGH/i) true else super end end def mouse_cursor @mouse_cursor ||= ( if (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(\d+)/i)) a.to_i elsif (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(.+)/i)) a else false end ) end def erased? @erased end def movable? return false if moving? return false if $game_message.visible return true end def check_mouse_change if mouse_cursor Mouse.set_cursor(@mouse_cursor) return true end return false end alias jet3845_update update unless $@ def update(*args, &block) jet3845_update(*args, &block) @text_box.update if text_box end end class Game_Vehicle attr_reader :type end class Game_System attr_accessor :mouse_movement alias jet2735_initialize initialize unless $@ def initialize(*args, &block) jet2735_initialize(*args, &block) @mouse_movement = Jet::MouseSystem::ALLOW_MOUSE_MOVEMENT end end class Game_Interpreter def toggle_mouse_movement(bool) $game_system.mouse_movement = bool end end class Scene_Map alias jet3745_update update unless $@ def update(*args, &block) jet3745_update check_mouse_movement if $game_system.mouse_movement check_mouse_icon_change end alias jet5687_terminate terminate unless $@ def terminate(*args, &block) $game_map.events.values.each {|a| a.text_box.dispose if a.text_box a.text_box = nil } Mouse.update jet5687_terminate(*args, &block) end def mouse_char $game_temp.mouse_character end def check_mouse_icon_change changed_mouse = false $game_map.events_xy(*Mouse.true_grid).each {|event| changed_mouse = changed_mouse || event.check_mouse_change } Mouse.revert_cursor unless changed_mouse end def check_mouse_movement $game_temp.mouse_character ||= $game_player if Mouse.click?(1) && !$game_map.interpreter.running? dont_move = false x, y = *Mouse.true_grid $game_map.events_xy(x, y).each {|event| if event.mouse_activated? event.start dont_move = true elsif (event.x - mouse_char.x).abs + (event.y - mouse_char.y).abs == 1 if event.is_a?(Game_Vehicle) mouse_char.turn_toward_character(event) mouse_char.get_on_vehicle dont_move = true else if !event.mouse_empty? && [0, 1, 2].include?(event.trigger) mouse_char.turn_toward_character(event) event.start dont_move = true end end else {:UP => [0, -1], :DOWN => [0, 1], :LEFT => [-1, 0], :RIGHT => [1, 0]}.each {|d, a| if event.check_for_comment(/MOUSE[ ]*MOVE[ ]*#{d.to_s}/i) x += a[0]; y += a[1] end } end } mouse_char.mouse_path(x, y) unless dont_move end end end class Node include Comparable attr_accessor :point, :parent, :cost, :cost_estimated def initialize(point) @point = point @cost = 0 @cost_estimated = 0 @on_path = false @parent = nil end def mark_path @on_path = true @parent.mark_path if @parent end def total_cost cost + cost_estimated end def <=>(other) total_cost <=> other.total_cost end def ==(other) point == other.point end end class Point attr_accessor :x, :y def initialize(x, y) @x, @y = x, y end def ==(other) return false unless Point === other @x == other.x && @y == other.y end def distance(other) (@x - other.x).abs + (@y - other.y).abs end def relative(xr, yr) Point.new(x + xr, y + yr) end end class Game_Map def each_neighbor(node, char = $game_player) x = node.point.x y = node.point.y nodes = [] 4.times {|i| i += 1 new_x = x_with_direction(x, i * 2) new_y = y_with_direction(y, i * 2) next unless char.passable?(new_x, new_y) nodes.push(Node.new(Point.new(new_x, new_y))) } nodes end def find_path(tx, ty, sx, sy, char = $game_player) start = Node.new(Point.new(sx, sy)) goal = Node.new(Point.new(tx, ty)) return [] if start == goal return [] unless char.passable?(tx, ty) open_set = [start] closed_set = [] path = [] iterations = 0 loop do return [] if iterations == Jet::Pathfinder::MAXIMUM_ITERATIONS iterations += 1 current = open_set.min return [] unless current each_neighbor(current, char).each {|node| if node == goal node.parent = current node.mark_path return recreate_path(node) end next if closed_set.include?(node) cost = current.cost + 1 if open_set.include?(node) if cost < node.cost node.parent = current node.cost = cost end else open_set << node node.parent = current node.cost = cost node.cost_estimated = node.point.distance(goal.point) end } closed_set << open_set.delete(current) end end def recreate_path(node) path = [] hash = {[1, 0] => 6, [-1, 0] => 4, [0, 1] => 2, [0, -1] => 8} until node.nil? pos = node.point node = node.parent next if node.nil? ar = [pos.x <=> node.point.x, pos.y <=> node.point.y] path.push(RPG::MoveCommand.new(hash[ar] / 2)) end return path end end