Module: Graphics

Defined in:
lib/openrgss/graphics.rb

Constant Summary collapse

FPS_COUNT =
30

Class Attribute Summary collapse

Class Method Summary collapse

Class Attribute Details

.brightnessObject

Returns the value of attribute brightness.



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# File 'lib/openrgss/graphics.rb', line 17

def brightness
  @brightness
end

.entityObject

Returns the value of attribute entity.



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# File 'lib/openrgss/graphics.rb', line 16

def entity
  @entity
end

.frame_countObject

Returns the value of attribute frame_count.



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# File 'lib/openrgss/graphics.rb', line 17

def frame_count
  @frame_count
end

.frame_rateObject

Returns the value of attribute frame_rate.



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# File 'lib/openrgss/graphics.rb', line 17

def frame_rate
  @frame_rate
end

.heightObject (readonly)

Returns the value of attribute height.



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# File 'lib/openrgss/graphics.rb', line 15

def height
  @height
end

.real_fpsObject (readonly)

Returns the value of attribute real_fps.



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# File 'lib/openrgss/graphics.rb', line 19

def real_fps
  @real_fps
end

.widthObject (readonly)

Returns the value of attribute width.



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# File 'lib/openrgss/graphics.rb', line 15

def width
  @width
end

Class Method Details

.fadein(duration) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 72

def fadein(duration)
  step=255/duration
  duration.times { |i| @brightness=i*step; update }
  @brightness=255
end

.fadeout(duration) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 66

def fadeout(duration)
  step=255/duration
  duration.times { |i| @brightness=255-i*step; update }
  @brightness=0
end

.frame_resetObject



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# File 'lib/openrgss/graphics.rb', line 135

def frame_reset

end

.freezeObject



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# File 'lib/openrgss/graphics.rb', line 78

def freeze
  @freezed=true
end

.play_movie(filename) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 139

def play_movie(filename)

end

.resize_screen(width, height) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 21

def resize_screen(width, height)
  @width  = width
  @height = height
end

.snap_to_bitmapObject



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# File 'lib/openrgss/graphics.rb', line 131

def snap_to_bitmap
  return @graphics_render_target.clone # free
end

.transition(duration = 10, filename = nil, vague = 40) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 82

def transition(duration=10, filename=nil, vague=40)
  if (duration==0)
    @freezed=false; return;
  end
  if (filename.nil?) #
    imgmap=Array.new(@width) { Array.new(@height) { 255 } }
  else #
    b     =Bitmap.new(filename); pfb = b.entity.format
    imgmap=Array.new(@width) { |x| Array.new(@height) { |y| [pfb.get_rgb(b.entity[x, y])[0], 1].max } }
                     #TODO : free
  end
  step      =255/duration
  new_frame = Bitmap.new(@width, @height)
  RGSS.resources.sort!
  @old_resources=RGSS.resources.clone
  new_frame.entity.fill_rect(0, 0, @width, @height, new_frame.entity.map_rgba(0, 0, 0, 255))
  new_frame.entity.set_alpha(SDL::SRCALPHA, 255)
  RGSS.resources.each { |resource| resource.draw(new_frame) }
                                                                                                 # draw frame to bitmap

  pf = new_frame.entity.format
  new_frame.entity.lock
  picmap=Array.new(@width) { |x| Array.new(@height) { |y| pf.getRGBA(new_frame.entity[x, y]) } } # better to use bit calculate
  new_frame.entity.unlock
  maker = Bitmap.new(@width, @height)
                                                                                                 # create pre-render layoyt
  maker.entity.fill_rect(0, 0, @width, @height, new_frame.entity.map_rgba(0, 0, 0, 255))
  maker.entity.put @graphics_render_target.entity, 0, 0
                                                                                                 # transition layout
  new_frame.entity.lock
  @width.times { |x| @height.times { |y|
    if (imgmap[x][y]!=0)
      new_frame.entity[x, y]=pf.map_rgba(picmap[x][y][0], picmap[x][y][1], picmap[x][y][2], [255/(duration/(255.0/imgmap[x][y])), 255].min)
      #TODO : alpha will be 255 after many render.it's different fron RPG Maker
    else
      new_frame.entity[x, y]=pf.map_rgba(picmap[x][y][0], picmap[x][y][1], picmap[x][y][2], 255)
    end
  } }
  new_frame.entity.unlock
  duration.times { |i|
    @entity.fill_rect(0, 0, @width, @height, 0x000000)
    maker.entity.put new_frame.entity, 0, 0 # alpha
    @entity.put maker.entity, 0, 0
    @entity.update_rect(0, 0, 0, 0)
  }
                                                                                                 # TODO: free
  @graphics_render_target.entity.set_alpha(0, 255); @freezed=false; @brightness=255; update
end

.updateObject



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# File 'lib/openrgss/graphics.rb', line 26

def update
  RGSS.update
  @frame_count += 1
  if @skip >= 10 or SDL.get_ticks < @ticks + 1000 / frame_rate
    @entity.fill_rect(0, 0, @width, @height, 0x000000)
    if (@old_resources!=RGSS.resources) # Maybe here can make a dirty mark
      RGSS.resources.sort!
      @old_resources=RGSS.resources.clone
    end

    unless @freezed # redraw only when !freezed
      @graphics_render_target.entity.fill_rect(0, 0, @width, @height, @graphics_render_target.entity.map_rgba(0, 0, 0, 255))
      @graphics_render_target.entity.set_alpha(SDL::RLEACCEL, 0)
      RGSS.resources.each { |resource| resource.draw(@graphics_render_target) }
    end
    @entity.put @graphics_render_target.entity, 0, 0
    @entity.drawRect(0, 0, @width, @height, @entity.map_rgb(0, 0, 0), true, 255-@brightness) # draw gray layout
    @entity.update_rect(0, 0, 0, 0)
    sleeptime = @ticks + 1000.0 / frame_rate - SDL.get_ticks
    sleep sleeptime.to_f / 1000 if sleeptime > 0

    @skip  = 0
    @ticks = SDL.get_ticks
  else
    @skip += 1
  end

  @frame_count_recent += 1
  if @frame_count_recent >= FPS_COUNT
    @frame_count_recent = 0
    now                 = SDL.get_ticks
    @real_fps           = FPS_COUNT * 1000 / (now - @fps_ticks)
    @fps_ticks          = now
  end
end

.wait(duration) ⇒ Object



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# File 'lib/openrgss/graphics.rb', line 62

def wait(duration)
  duration.times { update }
end