=begin
#===============================================================================
Title: Map Screenshot
Author: Hime
Date: Sep 25, 2015
--------------------------------------------------------------------------------
** Change log
Sep 25, 2015
- fixed placement issue with large sprites
Dec 7, 2014
- added option to draw certain events
Apr 15, 2013
- updated script to use GDI+ interface
- added support for region map overlay and passage map overlay
Apr 6, 2013
- fixed bug where drawing events crashed the game
Apr 2, 2013
- map data is now setup by an instance of Game_Map, to account for custom
map scripts adding to the map
Jul 27
- Export dirNames are now optional
May 28
- updated overlay mapping compatibility to draw the overlays
based on the player's current position
- fixed issue where import hash was commented out
- Added support for Yami's overlay mapping
May 24, 2012
- fixed large characters
- some optimizations for calculating bounds and dimensions
May 5, 2012
- fixed waterfall autotile
- added screenshot feature
May 4, 2012
- fixed tiles with alpha channel
- fixed shadows
- fixed wall autotiles
May 1, 2012
- fixed wall autotile, although there is still an issue with some tiles
Apr 29, 2012
- fixed shadow map drawing
- added region highlighting
- added damage tile highlighting
Apr 28, 2012
- Initial Release
------------------------------------------------------------------------------
** Description
This script allows you to take a full image of any of your game's maps
and export. An image of the map is referred to as a "mapshot" (as opposed to
screenshot).
The script provides various configuration options to control what kinds of
things you want to see on your map, such as events, vehicles, region ID's, or
specific tile properties.
------------------------------------------------------------------------------
** Usage
The default key for taking a mapshot is F7. This can be changed in the
configuration section.
To take a mapshot, first start the game, and then hit F7.
A message will appear informing you that a mapshot was successfully taken.
Alternatively, you can use script calls to take mapshots.
Map_Saver.new(map_id).export
Aside from exporting images, you are able to use the image that the
map saver captures.
ms = Map_Saver.new(map_id)
bmp = ms.map_image
This gives you a reference to a Bitmap object that contains an image of
your map.
--------------------------------------------------------------------------------
** Credits
Cremno
-GDI+ interface code
Cidiomar
-for drawing autotiles and shadows,
-providing efficient bmp and png exporters
Moon
-auto-tile related info
Mephistox
-testing and suggestions
================================================================================
=end
$imported = {} if $imported.nil?
$imported["TH_MapSaver"] = true
#===============================================================================
# ** Configuration
#===============================================================================
module TH
module Map_Saver
#Mapshot options. This takes an image of the entire map
Mapshot_Button = Input::F7
Mapshot_Scale = 1
#Screenshot options. This takes an image of the visible map
Screenshot_Button = Input::F6
Screenshot_Scale = 1
#Folder that the map will be exported to
Mapshot_Directory = "Mapshots"
Screenshot_Directory = "Screenshots"
# format you want to export to. You should stick with png.
# Options: [bmp, png]
Export_Format = "png"
# Sprite draw options
Draw_Events = true
Draw_Player = true
Draw_Followers = true
Draw_Vehicles = true
#Should shadows be drawn? What color?
Draw_Shadow = true
Shadow_Color = Color.new(0, 0, 0, 128)
# Should regions be drawn? Requires "Region Overlay Map" script
Draw_Regions = false
# Should passage settings be drawn? Requires "Passage Overlay Map" script
Draw_Passages = false
#Should damage tiles be highlighted? What color?
Highlight_Damage = true
Damage_Color = Color.new(128, 0, 0, 128)
end
end
#==============================================================================
# ** Module: Map_Tiles
# Contains data and methods useful for working with maps and tiles
#==============================================================================
module Map_Tiles
AUTOTILE_PARTS = [[18,17,14,13], [ 2,14,17,18], [13, 3,17,18], [ 2, 3,17,18],
[13,14,17, 7], [ 2,14,17, 7], [13, 3,17, 7], [ 2, 3,17, 7],
[13,14, 6,18], [ 2,14, 6,18], [13, 3, 6,18], [ 2, 3, 6,18],
[13,14, 6, 7], [ 2,14, 6, 7], [13, 3, 6, 7], [ 2, 3, 6, 7],
[16,17,12,13], [16, 3,12,13], [16,17,12, 7], [12, 3,16, 7],
[10, 9,14,13], [10, 9,14, 7], [10, 9, 6,13], [10, 9, 6, 7],
[18,19,14,15], [18,19, 6,15], [ 2,19,14,15], [ 2,19, 6,15],
[18,17,22,21], [ 2,17,22,21], [18, 3,22,21], [ 2, 3,21,22],
[16,19,12,15], [10, 9,22,21], [ 8, 9,12,13], [ 8, 9,12, 7],
[10,11,14,15], [10,11, 6,15], [18,19,22,23], [ 2,19,22,23],
[16,17,20,21], [16, 3,20,21], [ 8,11,12,15], [ 8, 9,20,21],
[16,19,20,23], [10,11,22,23], [ 8,11,20,23], [ 0, 1, 4, 5]]
WATERFALL_PIECES = [[ 2, 1, 6, 5], [ 0, 1, 4, 5], [ 2, 3, 6, 7], [0, 3, 4, 7]]
WALL_PIECES = [[10, 9, 6, 5], [ 8, 9, 4, 5], [ 2, 1, 6, 5], [ 0, 1, 4, 5],
[10,11, 6, 7], [ 8,11, 4, 7], [ 2, 3, 6, 7], [ 0, 3, 4, 7],
[10, 9,14,13], [ 8, 9,12,13], [ 2, 1,14,13], [ 0, 1,12,13],
[10,11,14,15], [8, 11,12,15], [ 2, 3,14,15], [ 0, 3,12,15]]
A1_TILES = [[0, 0], [0, 96], [192, 0], [192, 96],
[256, 0], [448, 0], [256, 96], [448, 96],
[0, 192], [192, 192], [0, 288], [192, 288],
[256, 192], [448, 192], [256, 288], [448, 288]]
#--------------------------------------------------------------------------
# * Checks if a tile is a wall
#--------------------------------------------------------------------------
def is_wall?(data)
return true if data.between?(2288, 2335)
return true if data.between?(2384, 2431)
return true if data.between?(2480, 2527)
return true if data.between?(2576, 2623)
return true if data.between?(2672, 2719)
return true if data.between?(2768, 2815)
return true if data.between?(4736, 5119)
return true if data.between?(5504, 5887)
return true if data.between?(6272, 6655)
return true if data.between?(7040, 7423)
return true if data > 7807
false
end
#--------------------------------------------------------------------------
# * Checks if a tile is roof
#--------------------------------------------------------------------------
def is_roof?(data)
return true if data.between?(4352, 4735)
return true if data.between?(5120, 5503)
return true if data.between?(5888, 6271)
return true if data.between?(6656, 7039)
return true if data.between?(7424, 7807)
false
end
#--------------------------------------------------------------------------
# * Checks if a tile is soil
#--------------------------------------------------------------------------
def is_soil?(data)
return true if data.between?(2816, 4351) && !is_table?(data)
return true if data > 1663 && !is_stair?(data)
false
end
#--------------------------------------------------------------------------
# * Checks if a tile is a stair
#--------------------------------------------------------------------------
def is_stair?(data)
return true if data.between?(1541, 1542)
return true if data.between?(1549, 1550)
return true if data.between?(1600, 1615)
false
end
#--------------------------------------------------------------------------
# * Checks if a tile is a table
#--------------------------------------------------------------------------
def is_table?(data)
return true if data.between?(3152, 3199)
return true if data.between?(3536, 3583)
return true if data.between?(3920, 3967)
return true if data.between?(4304, 4351)
false
end
#--------------------------------------------------------------------------
# * The tileset to be used
#--------------------------------------------------------------------------
def tileset
$data_tilesets[@tileset_id]
end
#--------------------------------------------------------------------------
# * Region ID
#--------------------------------------------------------------------------
def region_id(x, y)
valid?(x, y) ? @map.data[x, y, 3] >> 8 : 0
end
#--------------------------------------------------------------------------
# * Gets all of the tiles for each layer at position x,y
#--------------------------------------------------------------------------
def layered_tiles(x, y)
[2, 1, 0].collect {|z| @map.data[x, y, z] }
end
def layered_tiles_flag?(x, y, bit)
layered_tiles(x, y).any? {|tile_id| tileset.flags[tile_id] & bit != 0 }
end
def valid?(x, y)
x >= 0 && x < width && y >= 0 && y < height
end
def damage_floor?(x, y)
valid?(x, y) && layered_tiles_flag?(x, y, 0x100)
end
#--------------------------------------------------------------------------
# * Specifies which type of autotile is used
#--------------------------------------------------------------------------
def auto_tile(id)
id / 48
end
#--------------------------------------------------------------------------
# * Specifies the specific arrangement of autotiles used
#--------------------------------------------------------------------------
def auto_index(id)
id % 48
end
#--------------------------------------------------------------------------
# * Put the auto-tile pieces together
#--------------------------------------------------------------------------
def make_autotile(rects, sx, sy)
@tile.clear
for i in 0...4
@auto_rect.x = (rects[i] % 4) * 16 + sx
@auto_rect.y = (rects[i] / 4) * 16 + sy
@tile.blt((i % 2) * 16,(i / 2) * 16, @tilemap, @auto_rect)
end
end
#--------------------------------------------------------------------------
# * Get auto-tile A1 tiles
#--------------------------------------------------------------------------
def autotile_A1(tile_id)
@tilemap = @bitmaps[0]
autotile = tile_id / 48
auto_id = tile_id % 48
sx, sy = A1_TILES[autotile]
if is_wall?(tile_id + 2048)
rects = WATERFALL_PIECES[auto_id]
else
rects = AUTOTILE_PARTS[auto_id]
end
make_autotile(rects, sx, sy)
end
#--------------------------------------------------------------------------
# * Get auto-tile A2 tiles.
# 64x96 tiles, 8 per row, 4 rows
#--------------------------------------------------------------------------
def autotile_A2(tile_id)
autotile = tile_id / 48
auto_id = tile_id % 48
@tilemap = @bitmaps[1]
sx = (autotile % 8) * 64
sy = (autotile / 8 % 4) * 96
rects = AUTOTILE_PARTS[auto_id]
make_autotile(rects, sx, sy)
end
#--------------------------------------------------------------------------
# * Get auto-tile A3 tiles.
# 64x64 tiles, 8 per row, 4 rows
#--------------------------------------------------------------------------
def autotile_A3(tid)
@tilemap = @bitmaps[2]
sx = (auto_tile(tid) % 8) * 64
sy = (auto_tile(tid) / 8 % 4) * 64
rects = WALL_PIECES[auto_index(tid)]
make_autotile(rects, sx, sy)
end
#--------------------------------------------------------------------------
# * Get auto-tile A4 tiles (walls)
#--------------------------------------------------------------------------
def autotile_A4(tile_id)
@tilemap = @bitmaps[3]
autotile = tile_id / 48
auto_id = tile_id % 48
sx = (autotile % 8) * 64
sy = (autotile / 16 * 160) + (autotile / 8 % 2) * 96
if is_wall?(tile_id + 5888)
rects = WALL_PIECES[auto_id]
else
rects = AUTOTILE_PARTS[auto_id]
end
make_autotile(rects, sx, sy)
end
#--------------------------------------------------------------------------
# * Get auto-tile A5 tiles (normal)
#--------------------------------------------------------------------------
def autotile_A5(tile_id)
@tilemap = @bitmaps[4]
sx = (tile_id) % 8 * tilesize
sy = (tile_id) / 8 * tilesize
@src_rect.set(sx, sy, tilesize, tilesize)
@tile.clear
@tile.blt(0, 0, @tilemap, @src_rect)
end
#--------------------------------------------------------------------------
# * Get normal tiles B, C, D, E
#--------------------------------------------------------------------------
def normal_tile(tile_id)
@tilemap = @bitmaps[5 + tile_id / 256]
sx = (tile_id / 128 % 2 * 8 + tile_id % 8) * tilesize;
sy = (tile_id % 256 / 8 % 16) * tilesize;
@src_rect.set(sx, sy, tilesize, tilesize)
@tile.clear
@tile.blt(0, 0, @tilemap, @src_rect)
end
#--------------------------------------------------------------------------
# * Get bitmap for the specified tile id
#--------------------------------------------------------------------------
def get_bitmap(id)
if id < 1024
normal_tile(id)
elsif id < 1664
autotile_A5(id - 1536)
elsif id < 2816
autotile_A1(id - 2048)
elsif id < 4352
autotile_A2(id - 2816)
elsif id < 5888
autotile_A3(id - 4352)
else
autotile_A4(id - 5888)
end
end
end
#==============================================================================
# **
#==============================================================================
class Game_Player < Game_Character
alias :th_mapsaver_update :update
def update
th_mapsaver_update
if Input.trigger?(TH::Map_Saver::Mapshot_Button)
s = Map_Saver.new($game_map.map_id)
s.set_scale(TH::Map_Saver::Mapshot_Scale)
s.mapshot
end
if Input.trigger?(TH::Map_Saver::Screenshot_Button)
s = Map_Saver.new($game_map.map_id)
s.set_scale(TH::Map_Saver::Screenshot_Scale)
s.screenshot
end
end
end
class Game_Vehicle < Game_Character
attr_reader :map_id
end
class Game_Map
attr_reader :map
end
#==============================================================================
# **
#==============================================================================
class Map_Saver
include TH::Map_Saver
include Map_Tiles
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
SHADOW_COLOR = TH::Map_Saver::Shadow_Color
DAMAGE_COLOR = TH::Map_Saver::Damage_Color
#--------------------------------------------------------------------------
# * Public instance variables
#--------------------------------------------------------------------------
attr_reader :map_image
def initialize(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
@scale = 1
@local_x = x
@local_y = y
@screen_local = false
@shadow_bitmap = Bitmap.new(128, 128)
@draw_layer0 = true
@draw_layer1 = true
@draw_layer2 = true
@draw_events = Draw_Events
@draw_vehicles = Draw_Vehicles
@draw_player = Draw_Player
@draw_followers = Draw_Followers
@draw_shadow = Draw_Shadow
@draw_damage = Highlight_Damage
@draw_regions = Draw_Regions
@draw_passages = Draw_Passages
@tile = Bitmap.new(32, 32) #stores the current tile to be drawn
@tilemap = nil
@src_rect = Rect.new
@auto_rect = Rect.new(0, 0, tilesize / 2, tilesize/ 2) #constant
@tile_rect = Rect.new(0, 0, tilesize, tilesize) #constant
end
def load_tilesets
bitmaps = []
tileset.tileset_names.each_with_index do |name, i|
bitmaps[i] = Cache.tileset(name)
end
return bitmaps
end
#--------------------------------------------------------------------------
# * Refresh, possibly with a new map
#--------------------------------------------------------------------------
def redraw(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
@map_image.dispose if @map_image
@map_id = map_id
@local_x = x
@local_y = y
@game_map = Game_Map.new
@game_map.setup(map_id)
@map = @game_map.map
@map_info = $data_mapinfos[map_id]
@screen = $game_map.screen
@tileset_id = @game_map.tileset.id
@bitmaps = load_tilesets
get_bounds
@map_image = Bitmap.new(@width * tilesize, @height * tilesize)
draw_map
scale_map if @scale != 1
end
#--------------------------------------------------------------------------
# * Pre-process. These will never change when drawing the map.
#--------------------------------------------------------------------------
def get_bounds
@start_x = start_x
@start_y = start_y
@end_x = end_x
@end_y = end_y
@width = width
@height = height
@tilesize = tilesize
end
def screen_tile_x
Graphics.width / 32
end
def screen_tile_y
Graphics.height / 32
end
#--------------------------------------------------------------------------
# * Sets the scale for the map
#--------------------------------------------------------------------------
def set_scale(scale)
@scale = scale
end
#--------------------------------------------------------------------------
# * Size of a tile
#--------------------------------------------------------------------------
def tilesize
32
end
#--------------------------------------------------------------------------
# * Width and height of the map, both locally and globally
#--------------------------------------------------------------------------
def width
end_x - @start_x
end
def height
end_y - @start_y
end
#--------------------------------------------------------------------------
# * Starting and end positions, relative to the screen or map
#--------------------------------------------------------------------------
def start_x
@screen_local ? [[$game_player.x - screen_tile_x / 2, @map.width - screen_tile_x].min, 0].max : 0
end
def start_y
@screen_local ? [[$game_player.y - screen_tile_y / 2, @map.height - screen_tile_y].min, 0].max : 0
end
def end_x
@screen_local ? [[screen_tile_x, @local_x + screen_tile_x / 2 + 1].max, @map.width].min : @map.width
end
def end_y
@screen_local ? [[screen_tile_y, @local_y + screen_tile_y / 2 + 1].max, @map.height].min : @map.height
end
#--------------------------------------------------------------------------
# * Draw tile onto image. x and y values are absolute coords. They should
# be re-mapped based on the start_x and start_y values
#--------------------------------------------------------------------------
def draw_tile(x, y, tile, rect)
ox = (x - @start_x) * tilesize
oy = (y - @start_y) * tilesize
@map_image.blt(ox, oy, tile, rect)
end
def draw_character(x, y, width, height, bmp, rect)
ox = (x - @start_x) * tilesize
oy = (y - @start_y) * tilesize
ox = ox - width / 4 if width > 32
oy = oy - height / 2 if height > 32
@map_image.blt(ox, oy, bmp, rect)
end
#--------------------------------------------------------------------------
# * Get bitmap for the specified character
#--------------------------------------------------------------------------
def get_character_bitmap(name)
charmap = Cache.character(name)
sign = name[/^[\!\$]./]
if sign && sign.include?('$')
cw = charmap.width / 3
ch = charmap.height / 4
else
cw = charmap.width / 12
ch = charmap.height / 8
end
return charmap, cw, ch
end
#--------------------------------------------------------------------------
# * Draw the character onto the tile
#--------------------------------------------------------------------------
def set_character_bitmap(character, x, y)
charmap, cw, ch = get_character_bitmap(character.character_name)
index = character.character_index
pattern = character.pattern < 3 ? character.pattern : 1
sx = (index % 4 * 3 + pattern) * cw
sy = (index / 4 * 4 + (character.direction - 2) / 2) * ch
@src_rect.set(sx, sy, cw, ch)
draw_character(x, y, cw, ch, charmap, @src_rect)
end
#--------------------------------------------------------------------------
# * create the shadow map
#--------------------------------------------------------------------------
def make_shadow_map
for s in 0 ... 16
x = s % 4
y = s / 4
if s & 0b1000 == 0b1000
@shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize+16, 16, 16, SHADOW_COLOR)
end
if s & 0b0100 == 0b0100
@shadow_bitmap.fill_rect(x*tilesize, y*@tilesize+16, 16, 16, SHADOW_COLOR)
end
if s & 0b0010 == 0b0010
@shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize, 16, 16, SHADOW_COLOR)
end
if s & 0b0001 == 0b0001
@shadow_bitmap.fill_rect(x*tilesize, y*@tilesize, 16, 16, SHADOW_COLOR)
end
end
end
def draw_parallax
image = Cache.parallax(@map.parallax_name)
@src_rect.set(0, 0, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect)
end
#--------------------------------------------------------------------------
# * Draw the shadow map
#--------------------------------------------------------------------------
def draw_shadow_map
for x in @start_x ... @end_x
for y in @start_y ... @end_y
_x, _y = x*@tilesize, y*@tilesize
s = @map.data[x, y, 3] & 0b1111
if s != 0
x_ = (s % 4) * @tilesize
y_ = (s / 4) * @tilesize
@src_rect.set(x_, y_, @tilesize, @tilesize)
draw_tile(x, y, @shadow_bitmap, @src_rect)
end
end
end
end
#--------------------------------------------------------------------------
# * Draw the specified layer
#--------------------------------------------------------------------------
def draw_layer(layer)
for x in @start_x ... @end_x
for y in @start_y ... @end_y
_x, _y = x*@tilesize, y*@tilesize
tile_id = @map.data[x, y, layer]
next if tile_id == 0
get_bitmap(tile_id)
draw_tile(x, y, @tile, @tile_rect)
end
end
end
#-----------------------------------------------------------------------------
# Draw game regions
#-----------------------------------------------------------------------------
def draw_regions
if $imported["TH_RegionOverlay"]
image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@region_map).bitmap
@src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect, 255)
end
end
def draw_passages
if $imported["TH_OverlayPassageMap"]
image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@passage_map).bitmap
@src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect, 255)
end
end
#--------------------------------------------------------------------------
# * Draw the game player
#--------------------------------------------------------------------------
def draw_player
set_character_bitmap($game_player, $game_player.x, $game_player.y) if @map_id == $game_map.map_id
end
def draw_followers
end
#--------------------------------------------------------------------------
# * Draw map events
#--------------------------------------------------------------------------
def draw_events
@map.events.values.each do |event|
canDraw = event.pages[0].list.any? do |cmd|
cmd.code == 108 && cmd.parameters[0] =~ /<screenshot:\s*tile\s*>/i
end
next unless @draw_events || canDraw
id = event.pages[0].graphic.tile_id
char_name = event.pages[0].graphic.character_name
if id > 0
normal_tile(id)
draw_tile(event.x, event.y, @tilemap, @src_rect)
elsif char_name != ""
set_character_bitmap(event.pages[0].graphic, event.x, event.y)
end
end
end
#--------------------------------------------------------------------------
# * Draw map vehicles
#--------------------------------------------------------------------------
def draw_vehicles
$game_map.vehicles.each do |vehicle|
set_character_bitmap(vehicle, vehicle.x, vehicle.y) if @map_id == vehicle.map_id
end
end
#--------------------------------------------------------------------------
# * Draw map sprites
#--------------------------------------------------------------------------
def draw_sprites
draw_events
draw_vehicles if @draw_vehicles
draw_player if @draw_player
draw_followers if @draw_followers
end
#--------------------------------------------------------------------------
# * Highlight damage tiles
#--------------------------------------------------------------------------
def draw_damage
@tile.clear
@tile.fill_rect(0, 0, @tilesize, @tilesize, DAMAGE_COLOR)
@src_rect.set(0, 0, @tilesize, @tilesize)
for x in @start_x ... @end_x
for y in @start_y ... @end_y
_x, _y = x*@tilesize, y*@tilesize
if damage_floor?(x, y)
draw_tile(x, y, @tile, @src_rect)
end
end
end
end
def draw_screen_effects
end
#--------------------------------------------------------------------------
# * Draw the map
#--------------------------------------------------------------------------
def draw_map
make_shadow_map if @draw_shadow
draw_parallax
draw_layer(0)
draw_layer(1)
draw_shadow_map
draw_layer(2)
draw_damage if @draw_damage
draw_regions if @draw_regions
draw_passages if @draw_passages
draw_sprites
draw_screen_effects
end
#--------------------------------------------------------------------------
# * Scale the map
#--------------------------------------------------------------------------
def scale_map
nw = @width * @scale
nh = @height * @scale
@src_rect.set(0, 0, @width, @height)
scaled_map = Bitmap.new(nw, nh)
scaled_rect = Rect.new(0, 0, nw, nh)
scaled_map.stretch_blt(scaled_rect, @map_image, @src_rect)
@map_image = scaled_map
end
#--------------------------------------------------------------------------
# * Take a mapshot of the map
#--------------------------------------------------------------------------
def mapshot
@screen_local = false
redraw
export(TH::Map_Saver::Mapshot_Directory)
$game_message.add("Mapshot taken")
end
#--------------------------------------------------------------------------
# * Take a screenshot of the map
#--------------------------------------------------------------------------
def screenshot
@screen_local = true
redraw
export(TH::Map_Saver::Screenshot_Directory)
$game_message.add("Screenshot taken")
end
#--------------------------------------------------------------------------
# * Get the format to export to
#--------------------------------------------------------------------------
def get_format
TH::Map_Saver::Export_Format
end
#--------------------------------------------------------------------------
# * Export the map to a file
#--------------------------------------------------------------------------
def export(dirName="")
format = get_format
#name = @map.display_name != "" ? @map.display_name : @map_info.name
name = sprintf("Map%03d" %[@map_id])
Dir.mkdir(dirName) unless File.directory?(dirName)
name =
filename = "%s\\%s.%s" %[dirName, name, format]
t1 = Time.now
@map_image.save(filename)
t2 = Time.now
$game_message.add("Exported in %f seconds" %[t2 - t1])
end
end
class Bitmap
def save(filename, options = {})
options.merge!(format: File.extname(filename)[1..-1].to_sym)
retval = false
#bitmap = Gdiplus::Bitmap.new(:hbitmap, hbitmap)
#bitmap = Gdiplus::Bitmap.new(:gdidib, *gdidib)
# this seems to be the fastest one (RGSS 3.0.1, Windows 8 64-bit)
bitmap = Gdiplus::Bitmap.new(:scan0, width, height, scan0)
if bitmap
retval = bitmap.save(:file, filename, options[:format])
bitmap.dispose
end
retval
end
private
def _data_struct(offset = 0)
@_data_struct ||= (DL::CPtr.new((object_id << 1) + 16).ptr + 8).ptr
(@_data_struct + offset).ptr.to_i
end
def gdidib
[_data_struct(8), _data_struct(16)]
end
def hbitmap
_data_struct(44)
end
def scan0
_data_struct(12)
end
end
# ★ GDI+ interface
# ★★★★★★★★★★★★
#
# Author : Cremno
#
module Gdiplus
DLL = 'gdiplus.dll'
def self.get_function name, import, export = 'L'
Win32API.new DLL, name, import, export
end
FUNCTIONS = {
GdiplusStartup: get_function('GdiplusStartup', 'PPP'),
GdiplusShutdown: get_function('GdiplusShutdown', 'P', 'V'),
GdipDisposeImage: get_function('GdipDisposeImage', 'P'),
GdipSaveImageToFile: get_function('GdipSaveImageToFile', 'PPPP'),
GdipCreateBitmapFromGdiDib: get_function('GdipCreateBitmapFromGdiDib', 'LLP'),
GdipCreateBitmapFromHBITMAP: get_function('GdipCreateBitmapFromHBITMAP', 'LLP'),
GdipCreateBitmapFromScan0: get_function('GdipCreateBitmapFromScan0', 'LLLLPP')
}
@@token = [0].pack('I')
def self.token
@@token
end
@@clsids = {}
def self.clsids
@@clsids
end
def self.gen_clsids
return unless @@clsids.empty?
func = Win32API.new('rpcrt4.dll', 'UuidFromString', 'PP', 'L')
{
bmp: '557cf400-1a04-11d3-9a73-0000f81ef32e',
jpeg: '557cf401-1a04-11d3-9a73-0000f81ef32e',
gif: '557cf402-1a04-11d3-9a73-0000f81ef32e',
tiff: '557cf405-1a04-11d3-9a73-0000f81ef32e',
png: '557cf406-1a04-11d3-9a73-0000f81ef32e'
}.each_pair do |k, v|
clsid = [0].pack('I')
func.call(v, clsid)
@@clsids[k] = clsid
end
@@clsids[:jpg] = @@clsids[:jpeg]
@@clsids[:tif] = @@clsids[:tiff]
end
# TODO: prepend prefix (Gdip or Gdiplus) automatically
def self.call(*args)
name = args.shift
func = FUNCTIONS[name]
v = func.call(*args)
if v && v != 0
msgbox "GDI+ error: #{v}\n\nFunction: #{name}\nArguments: #{args.inspect}"
false
else
true
end
end
def self.startup
call :GdiplusStartup, @@token, [1, 0, 0, 0].pack('L4'), 0
end
def self.shutdown
call :GdiplusShutdown, @@token
end
class Image
attr_reader :instance
def initialize
@instance = 0
true
end
def save(destination, *args)
case destination
when :file
filename = args.shift << "\0"
filename.encode!('UTF-16LE')
argv = [:GdipSaveImageToFile, filename, Gdiplus.clsids[args.shift], 0]
else
raise ArgumentError, "unknown GDI+ image destination: #{source}"
end
argv.insert(1, @instance)
Gdiplus.call *argv
end
def dispose
Gdiplus.call :GdipDisposeImage, @instance
end
end
class Bitmap < Image
def initialize source, *args
case source
when :gdidib
argv = [:GdipCreateBitmapFromGdiDib, args.shift, args.shift]
when :hbitmap
argv = [:GdipCreateBitmapFromHBITMAP, args.shift, 0]
when :scan0
w = args.shift
h = args.shift
argv = [:GdipCreateBitmapFromScan0, w, h, w * -4, 0x26200a, args.shift]
else
raise ArgumentError, "unknown GDI+ bitmap source: #{source}"
end
argv.push([0].pack('I'))
retval = Gdiplus.call *argv
@instance = retval ? argv.last.unpack('I').first : 0
retval
end
end
end
if Gdiplus.startup
Gdiplus.gen_clsids
class << SceneManager
alias_method :run_wo_gdip_shutdown, :run
def run
run_wo_gdip_shutdown
Gdiplus.shutdown
end
end
end
#==============================================================================
# * Compatibility add-ons
#==============================================================================
#Yami overlays
if $imported["YSE-OverlayMapping"]
class Map_Saver
def draw_overlay_map_ground
filename = YSA::OVERLAY::GROUND
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
p filename
image = Cache.overlay(filename)
@src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect)
end
def draw_overlay_map_parallax
filename = YSA::OVERLAY::PARALLAX
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
image = Cache.overlay(filename)
@src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect)
end
def draw_overlay_map_light
filename = YSA::OVERLAY::LIGHT
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
image = Cache.overlay(filename)
@src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect, 10)
end
def draw_overlay_map_shadow
filename = YSA::OVERLAY::SHADOW
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
image = Cache.overlay(filename)
@src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect, 10)
end
alias :th_map_overlay_draw_map :draw_map
def draw_map
th_map_overlay_draw_map
draw_overlay_map_ground if $game_switches[YSA::OVERLAY::GROUND_SWITCH]
draw_overlay_map_parallax if $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
draw_overlay_map_shadow if $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
draw_overlay_map_light if $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
end
end
end
if $imported["TH_AreaOverlay"]
class Map_Saver
def draw_overlay_area_map
image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@area_map).bitmap
@src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
@map_image.blt(0, 0, image, @src_rect, 255)
end
alias :th_area_overlay_draw_map :draw_map
def draw_map
th_area_overlay_draw_map
draw_overlay_area_map
end
end
end