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本帖最后由 白鬼 于 2009-7-26 21:15 编辑
鼠标脚本核心部分
- unless defined? Mouse
- #==============================================================================
- # ■ Mouse
- #------------------------------------------------------------------------------
- # 鼠标核心模块。 v1.0 by 灼眼的夏娜
- #==============================================================================
- module Mouse
-
- #--------------------------------------------------------------------------
- # ● DLL名
- #--------------------------------------------------------------------------
- DLL = "DLL/mouse"
-
- #--------------------------------------------------------------------------
- # ● 按键常量
- #--------------------------------------------------------------------------
- LBUTTON = 0x01
- RBUTTON = 0x02
- MBUTTON = 0x04
-
- #--------------------------------------------------------------------------
- # ● API函数声明
- #--------------------------------------------------------------------------
- MOUSE_INIT = Win32API.new(DLL,"_mouse_init","v","i")
- MOUSE_EXIT = Win32API.new(DLL,"_mouse_exit","v","v")
-
- MOUES_GET_POS = Win32API.new(DLL,"_mouse_get_pos","p","v")
- MOUSE_SET_POS = Win32API.new(DLL,"_mouse_set_pos","ll","v")
-
- MOUSE_GET_WHEEL = Win32API.new(DLL,"_mouse_get_wheel","v","i")
- MOUSE_IS_OVER = Win32API.new(DLL,"_mouse_is_over","v","i")
- GET_KEY_STATE = Win32API.new(DLL,"_get_key_state","i","i")
- KEY_DOWN = Win32API.new(DLL,"_key_down","i","i")
- KEY_UP = Win32API.new(DLL,"_key_up","i","i")
- MOUSE_UPDATE = Win32API.new(DLL,"_mouse_update","v","v")
- CLEAR_QUEUE = Win32API.new(DLL,"_clear_queue","v","v")
-
- #--------------------------------------------------------------------------
- # ● 鼠标系统启动
- #--------------------------------------------------------------------------
- def self.start
- finish
-
- @spr_cursor = Sprite.new
- @spr_cursor.visible = false
- @spr_cursor.bitmap = RPG::Cache.icon("cursor.png")
- @spr_cursor.z = 99999
-
- @mx = 0
- @my = 0
-
- @l_last_pressed = @l_pressed = false
- @r_last_pressed = @r_pressed = false
-
- @wheel = 0
-
- raise "Init Mouse System Error..." if MOUSE_INIT.call != 0
- end
-
- #--------------------------------------------------------------------------
- # ● 返回鼠标位置
- #--------------------------------------------------------------------------
- def self.pos
- return @mx,@my
- end
-
- #--------------------------------------------------------------------------
- # ● 鼠标系统结束
- #--------------------------------------------------------------------------
- def self.finish
- if @spr_cursor != nil
- @spr_cursor.bitmap.dispose
- @spr_cursor.dispose
- @spr_cursor = nil
-
- @mx = 0
- @my = 0
-
- @l_last_pressed = @l_pressed = false
- @r_last_pressed = @r_pressed = false
-
- @wheel = 0
-
- MOUSE_EXIT.call
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 键按下?
- #--------------------------------------------------------------------------
- def self.key_down(key)
- return KEY_DOWN.call(key) != 0
- end
-
- #--------------------------------------------------------------------------
- # ● 键弹起?
- #--------------------------------------------------------------------------
- def self.key_up(key)
- return KEY_UP.call(key) != 0
- end
-
- #--------------------------------------------------------------------------
- # ● 连续按键?
- #--------------------------------------------------------------------------
- def self.press?(key)
- case key
- when LBUTTON
- return @l_pressed
- when RBUTTON
- return @r_pressed
- else
- return false
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 等同于:key_down
- #--------------------------------------------------------------------------
- def self.trigger?(key)
- return key_down(key)
- end
-
- #--------------------------------------------------------------------------
- # ● 滚动中?
- #--------------------------------------------------------------------------
- def self.scroll?
- return @wheel != 0
- end
-
- #--------------------------------------------------------------------------
- # ● 向上滚动?
- #--------------------------------------------------------------------------
- def self.scroll_up?
- return @wheel > 0
- end
-
- #--------------------------------------------------------------------------
- # ● 向下滚动?
- #--------------------------------------------------------------------------
- def self.scroll_down?
- return @wheel < 0
- end
-
- #--------------------------------------------------------------------------
- # ● 滚轮计数
- #--------------------------------------------------------------------------
- def self.scroll
- return @wheel
- end
-
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def self.update
- MOUSE_UPDATE.call
- pt = [0,0].pack("ll")
- MOUES_GET_POS.call(pt)
- @mx,@my = pt.unpack("ll")
- @l_last_pressed = @l_pressed
- @l_pressed = GET_KEY_STATE.call(LBUTTON) != 0
- @r_last_pressed = @r_pressed
- @r_pressed = GET_KEY_STATE.call(RBUTTON) != 0
- @wheel = MOUSE_GET_WHEEL.call
- @spr_cursor.x = @mx
- @spr_cursor.y = @my
- @spr_cursor.visible = MOUSE_IS_OVER.call != 0
- end
-
- #--------------------------------------------------------------------------
- # ● 清空队列
- #--------------------------------------------------------------------------
- def self.clear_queue
- CLEAR_QUEUE.call
- end
-
- end
- #==============================================================================
- # ■ Graphics
- #------------------------------------------------------------------------------
- # 图象模块,添加鼠标支持。
- #==============================================================================
- class << Graphics
-
- alias origin_update update
-
- def update
- Mouse.clear_queue
- origin_update
- Mouse.update
- end
-
- end
- #==============================================================================
- # ■ Input
- #------------------------------------------------------------------------------
- # 按键输入模块,添加鼠标支持。
- #==============================================================================
- class << Input
-
- alias origin_trigger? trigger?
-
- def trigger?(key)
- if origin_trigger?(key)
- return true
- end
- case key
- when Input::C
- return Mouse.key_down(Mouse::LBUTTON)
- when Input::B
- return Mouse.key_down(Mouse::RBUTTON)
- else
- return false
- end
- end
-
- end
- end
- Mouse.start
复制代码 鼠标脚本实现部分- class Window_Selectable
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.pos
- mouse_not_in_rect = true
- for i in 0...@item_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- if Mouse.scroll_up?
- # 光标向上移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index - @column_max + @item_max) % @item_max
- end
- if Mouse.scroll_down?
- # 光标向上移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index + @column_max) % @item_max
- end
- update_cursor_rect
- #Mouse.click_lock
- else
- #Mouse.click_unlock
- end
- end
- end
- end
复制代码 请问如何获取鼠标位置的坐标
(在事件里应用)
讲鼠标的X、Y坐标分别代入变量?
谢谢 |
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