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Lv1.梦旅人
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- 2008-6-16
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以下引用轩辕民于2008-7-10 22:25:22的发言:
本贴悬赏额度如下:VIP:0 积分:100
鼠标系统是不是跟XP的一样?直接拷贝就可以?
那个 输入法的脚本没有嘛?…… 可是偶想要………………
VX有自己的鼠标系统,楼主可以搜索论坛找到,
VX输入脚本也有,一个自己找找,一个是
- =begin
- 脚本:【完美输入法修正】
-
- 功能:输入法。
-
- 说明: 直接用Type_Field创建输入域即可进行输入,在此可根据Type_Field域对象
-
- 的活动标记active来自定义刷新等,在Type_Field中需要自己处理特殊按键
-
- 的处理方法。具体不明白之处请参考范例工程。
- 作者:灼眼的夏娜
-
- 补充: 至于以前那个版本也许很多人都注意到那个烦人的问题了吧,按Enter和Tab那
-
- 些会出现不爽的声音,这个版本解决了那个问题,并简化添加了Type_Field类
-
- 来方便创建输入域。
- =end
- #==============================================================================
- # ■ RInput
- #------------------------------------------------------------------------------
- # 全键盘处理的模块。
- #==============================================================================
- module RInput
-
- #--------------------------------------------------------------------------
- # ● 常量定义
- #--------------------------------------------------------------------------
- ENTER = 0x0D
- SPACE = 0x20
- UP = 0x26
- DOWN = 0x28
- LEFT = 0x25
- RIGHT = 0x27
-
- LCTRL = 0xA2
- LALT = 0xA4
- #--------------------------------------------------------------------------
- # ● 临时Hash
- #--------------------------------------------------------------------------
- @R_Key_Hash = {}
- @R_Key_Repeat = {}
-
- #--------------------------------------------------------------------------
- # ● 唯一API
- #--------------------------------------------------------------------------
- GetKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
- #--------------------------------------------------------------------------
- # ● 单键处理
- #--------------------------------------------------------------------------
- def self.trigger?(rkey)
- result = GetKeyState.call(rkey)
- if @R_Key_Hash[rkey] == 1 and result != 0
- return false
- end
- if result != 0
- @R_Key_Hash[rkey] = 1
- return true
- else
- @R_Key_Hash[rkey] = 0
- return false
- end
- end
- end
- #==============================================================================
- # ■ EasyConv
- #------------------------------------------------------------------------------
- # 转码模块。
- #==============================================================================
- module EasyConv
- #--------------------------------------------------------------------------
- # ● 常量定义
- #--------------------------------------------------------------------------
- CP_ACP = 0
- CP_UTF8 = 65001
- #--------------------------------------------------------------------------
- # ● 模块函数
- #--------------------------------------------------------------------------
- module_function
-
- #--------------------------------------------------------------------------
- # ● 转码
- #--------------------------------------------------------------------------
- def s2u(text)
- m2w = Win32API.new('kernel32', 'MultiByteToWideChar', 'ilpipi', 'i')
- w2m = Win32API.new('kernel32', 'WideCharToMultiByte', 'ilpipipp', 'i')
- len = m2w.call(CP_ACP, 0, text, -1, nil, 0)
- buf = "\0" * (len*2)
- m2w.call(CP_ACP, 0, text, -1, buf, buf.size/2)
- len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil)
- ret = "\0" * len
- w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil)
- ret[-1] = ""
- return ret
- end
- #--------------------------------------------------------------------------
- # ● 转码
- #--------------------------------------------------------------------------
- def u2s(text)
- m2w = Win32API.new('kernel32', 'MultiByteToWideChar', 'ilpipi', 'i')
- w2m = Win32API.new('kernel32', 'WideCharToMultiByte', 'ilpipipp', 'i')
- len = m2w.call(CP_UTF8, 0, text, -1, nil, 0)
- buf = "\0" * (len*2)
- m2w.call(CP_UTF8, 0, text, -1, buf, buf.size/2)
- len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil)
- ret = "\0" * len
- w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil)
- return ret
- end
- end
- #==============================================================================
- # ■ TypeAPI
- #------------------------------------------------------------------------------
- # 输入法相关API模块。
- #==============================================================================
- module TypeAPI
- #--------------------------------------------------------------------------
- # ● API定义
- #--------------------------------------------------------------------------
- GPPS = Win32API.new("kernel32","GetPrivateProfileString",'pppplp','l')
- FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
- CreateWindow = Win32API.new("NetGame","CreatWnd",'l','l')
- SetHK = Win32API.new("NetGame","SetHK",'v','v')
- GetText = Win32API.new("NetGame","GetWndText",'l','p')
- SetFocus = Win32API.new("user32","SetFocus",'l','l')
- IfBack = Win32API.new("NetGame","If_Back",'v','i')
- StartType = Win32API.new("NetGame","StartType",'v','v')
- EndType = Win32API.new("NetGame","EndType",'v','v')
- GetKeyInfos = Win32API.new("NetGame","GetKeyInfo",'v','i')
-
- #--------------------------------------------------------------------------
- # ● 模块函数
- #--------------------------------------------------------------------------
- module_function
-
- #--------------------------------------------------------------------------
- # ● 获取参数
- #--------------------------------------------------------------------------
- def getParam
- val = "\0" * 256
- GPPS.call("Game","Title","",val,256,"./Game.ini")
- val.delete!("\0")
- return val
- end
-
- #--------------------------------------------------------------------------
- # ● 获取窗口
- #--------------------------------------------------------------------------
- def findWindow
- return FindWindow.call("RGSS Player",self.getParam)
- end
-
- #--------------------------------------------------------------------------
- # ● 创建窗口
- #--------------------------------------------------------------------------
- def createWindow(hwnd)
- return CreateWindow.call(hwnd)
- end
-
- #--------------------------------------------------------------------------
- # ● 设置HK
- #--------------------------------------------------------------------------
- def setHK
- SetHK.call
- end
-
- #--------------------------------------------------------------------------
- # ● 获取文字
- #--------------------------------------------------------------------------
- def getText
- return EasyConv.s2u(GetText.call(@subhwnd))
- end
-
- #--------------------------------------------------------------------------
- # ● 设置焦点
- #--------------------------------------------------------------------------
- def setFocus
- SetFocus.call(@subhwnd)
- end
-
- #--------------------------------------------------------------------------
- # ● 转换焦点
- #--------------------------------------------------------------------------
- def lostFocus
- SetFocus.call(@hwnd)
- end
-
- #--------------------------------------------------------------------------
- # ● 退格判定
- #--------------------------------------------------------------------------
- def ifBack
- return IfBack.call
- end
-
- #--------------------------------------------------------------------------
- # ● 开始输入
- #--------------------------------------------------------------------------
- def startType
- StartType.call
- end
-
- #--------------------------------------------------------------------------
- # ● 结束输入
- #--------------------------------------------------------------------------
- def endType
- EndType.call
- end
-
- #--------------------------------------------------------------------------
- # ● 输入中特殊按键处理
- #--------------------------------------------------------------------------
- def getKeyInfos
- return GetKeyInfos.call
- end
-
- #--------------------------------------------------------------------------
- # ● 获取句柄
- #--------------------------------------------------------------------------
- @hwnd = self.findWindow
-
- @subhwnd = self.createWindow(@hwnd)
- #--------------------------------------------------------------------------
- # ● 设置HK应用
- #--------------------------------------------------------------------------
- self.setHK
-
- end
- #==============================================================================
- # ■ Type_Field
- #------------------------------------------------------------------------------
- # 处理输入域的类。
- #==============================================================================
- class Type_Field
-
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr(:active)
-
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize(v,default_text = "",default_careth = nil,default_fonts = 16, default_fontc = Color.new(255,255,255,255))
- # active
- @active = true
- # 视口
- rect = v.rect
- @v = Viewport.new(rect.x,rect.y,rect.width,rect.height)
- @beijing= Sprite.new(@v)
- @beijing.bitmap = Cache.system("1081-1")#Cache.("Title")picture icon
- @w = rect.width
- @h = rect.height
- # 属性
- @caret_h = default_careth.nil? ? @h : [@h,default_careth].min
- @caret_y = rect.y + (@h - @caret_h) / 2
- @font_size = [default_fonts,@h].min
- # 描绘contents
- @cts = Sprite.new(@v)
- @cts.bitmap = Bitmap.new(@w - 3,@h)
- @cts.bitmap.font.size = @font_size
- @cts.bitmap.font.color = default_fontc
- # 辅助属性
- @bk_count = 0
- @text = default_text.scan(/./)
- @max_width = @w - 3
- @caret_pos = @text.size
- @save_pos = @caret_pos
- # 光标Caret
- @v1 = Viewport.new(rect.x,@caret_y,@w + 3,@caret_h)
- @caret_sp = Sprite.new(@v1)
- @caret_bitmap = Bitmap.new(3,@caret_h)
- @caret_bitmap.fill_rect(3,0,1,@caret_h,Color.new(0,0,0,180))
- @caret_bitmap.fill_rect(2,0,1,@caret_h,Color.new(0,0,0))
- @caret_bitmap.fill_rect(2,0,1,@caret_h,Color.new(255,255,255))
- @caret_sp.bitmap = @caret_bitmap
- @caret_sp.x = self.get_width(@text[0,@caret_pos].to_s)
- @caret_sp.y = 0
- @caret_sp.visible = false
- @caret_flash_count = 0
- # 刷新
- refresh
- # 设置焦点
- TypeAPI.setFocus
- # 开始输入
- TypeAPI.startType
- end
-
- #--------------------------------------------------------------------------
- # ● 设置活动标记
- #--------------------------------------------------------------------------
- def active=(value)
- if value != true and value != false
- return
- end
- @active = value
- @caret_sp.visible = @active
- end
-
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- @caret_bitmap.dispose
- @caret_sp.bitmap.dispose
- @caret_sp.dispose
- @cts.bitmap.dispose
- @cts.dispose
- @v.dispose
- @v1.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- @cts.bitmap.clear
- @cts.bitmap.draw_text(0,0,@w,@h,@text.to_s)
- end
- #--------------------------------------------------------------------------
- # ● 获取文字
- #--------------------------------------------------------------------------
- def get_text
- return @text.to_s
- end
- #--------------------------------------------------------------------------
- # ● 取得字符宽度
- #--------------------------------------------------------------------------
- def get_width(str)
- return @cts.bitmap.text_size(str).width
- end
-
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- # 非激活状态则返回
- unless @active
- return
- end
- # 获取按键信息
- key_info = TypeAPI.getKeyInfos
- case key_info
- when 0x09 # Tab
- # 按下 Tab 键的情况自己定义怎么处理
- return
- when 0x0d # Enter
- text = get_text #取得文字内容
- $scene.type_window.add_instant_text(text) #文字窗口添加文字
- @text = [] #文字清空
- refresh
- return
- when 0x1B # Esc
- # 按下 Esc 键的情况自己定义怎么处理
- return
- end
- self.update_text
- self.update_lrb
- self.update_back
- self.update_caret
- end
- #--------------------------------------------------------------------------
- # ● 更新文字
- #--------------------------------------------------------------------------
- def update_text
- # 文字刷新
- TypeAPI.setFocus
- text = TypeAPI.getText
- if text != ""
- for char in text.scan(/./)
- if self.get_width(@text.to_s + char) <= @max_width
- @text[@caret_pos,0] = char
- @caret_pos += 1
- else
- break
- end
- end
- refresh
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 更新左右按键
- #--------------------------------------------------------------------------
- def update_lrb
- if RInput.trigger?(RInput::LEFT) and @caret_pos > 0
- @caret_pos -= 1
- return
- end
- if RInput.trigger?(RInput::RIGHT) and @caret_pos < @text.size
- @caret_pos += 1
- return
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 更新退格
- #--------------------------------------------------------------------------
- def update_back
- # 前退格处理
- @bk_count += TypeAPI.ifBack
- if @bk_count > 0
- @bk_count -= 1
- if @caret_pos > 0
- @text.delete_at(@caret_pos - 1);@caret_pos -= 1;refresh
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 更新光标闪烁
- #--------------------------------------------------------------------------
- def update_caret
- # 闪烁计时
- @caret_flash_count += 1
- if @caret_flash_count == 20
- @caret_sp.visible = !@caret_sp.visible
- @caret_flash_count = 0
- end
- # Caret位置刷新
- if @save_pos != @caret_pos
- @save_pos = @caret_pos
- @caret_sp.x = self.get_width(@text[0,@save_pos].to_s)
- end
- end
-
- end
-
- #==============================================================================
- # ■ Window_TypeMessage 在地图画面显示文字的窗口。
- #------------------------------------------------------------------------------
- #==============================================================================
- class Window_TypeMessage < Window_Message
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super
- self.openness = 255
- self.opacity = 0 #背景透明度为0
- self.contents.font.size = 18 #字号18
- self.x = 20
- @lines = []
- refresh
- #控制开关,如果开关一打开则不可见。也可以改成其他开关或者干脆去掉
- self.visible = false if $game_switches[1] == true
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- return if $game_switches[1] == true
- super
- refresh if Graphics.frame_count % 8 == 0
- end
- #--------------------------------------------------------------------------
- # ● 打开窗口 (无效化)
- #--------------------------------------------------------------------------
- def open
- end
- #--------------------------------------------------------------------------
- # ● 关闭窗口 (无效化)
- #--------------------------------------------------------------------------
- def close
- end
- #--------------------------------------------------------------------------
- # ● 设置窗口背景与位置 (无效化)
- #--------------------------------------------------------------------------
- def reset_window
- end
- #--------------------------------------------------------------------------
- # ● 清除
- #--------------------------------------------------------------------------
- def clear
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 获取行数
- #--------------------------------------------------------------------------
- def line_number
- return @lines.size
- end
- #--------------------------------------------------------------------------
- # ● 返回一行
- #--------------------------------------------------------------------------
- def back_one
- @lines.pop
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 返回至指定行
- # line_number : 行编号
- #--------------------------------------------------------------------------
- def back_to(line_number)
- while @lines.size > line_number
- @lines.pop
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 添加文章
- # text : 添加的文章
- #--------------------------------------------------------------------------
- def add_instant_text(text)
- @lines.push([text, Graphics.frame_count])
- @lines.delete_at(0) if @lines.size > 4
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 替换文章
- # text : 要替换的文章
- # 将最下行替换为别的文章。
- #--------------------------------------------------------------------------
- def replace_instant_text(text)
- @lines.pop
- @lines.push([text, Graphics.frame_count])
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 获取最下行的文章
- #--------------------------------------------------------------------------
- def last_instant_text
- return @lines[-1]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- return if $game_switches[1] == true
- self.contents.clear
- for i in [email protected]
- draw_line(i)
- end
- self.y = 360 - (@lines.size ) * WLH #每画一行窗口就移动一次位置
- end
- #--------------------------------------------------------------------------
- # ● 描绘行
- # index : 行编号
- #--------------------------------------------------------------------------
- def draw_line(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.x += 4
- rect.y += index * WLH
- rect.width = contents.width - 8
- rect.height = WLH
- self.contents.clear_rect(rect)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = 700 - (Graphics.frame_count - @lines[index][1]) * 4 #透明度变化,即逐渐消失
- self.contents.draw_text(rect, @lines[index][0])
- end
- end
- #对Scene_Map进行的修改,增加了type_window这个窗口和一个接口。
- class Scene_Map < Scene_Base
- attr_accessor :type_window
- def start
- super
- $game_map.refresh
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @type_window = Window_TypeMessage.new
- end
- def terminate
- super
- if $scene.is_a?(Scene_Battle) # 正在切换战斗画面的情况下
- @spriteset.dispose_characters # 为了生成背景隐藏角色
- end
- snapshot_for_background
- @spriteset.dispose
- @message_window.dispose
- @type_window.dispose
- if $scene.is_a?(Scene_Battle) # 正在切换战斗画面的情况下
- perform_battle_transition # 执行战斗前变换
- end
- end
- def update
- super
- $game_map.interpreter.update # 更新解释器
- $game_map.update # 更新滴入
- $game_player.update # 更新玩家
- $game_system.update # 更新计时器
- @spriteset.update # 更新活动块元件
- @message_window.update # 更新消息窗口
- @type_window.update
- unless $game_message.visible # 正在显示消息以外的情况
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
- end
复制代码
无论是鼠标脚本还是输入脚本,和其他某些脚本都或多或少产生BUG。除非你能修复,慎用。
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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