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Módulo Input corrigido
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
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Módulo Input corrigido
O script original pode ser encontrado aqui. Ele apesar de possuir suporte a acentuação não tinha os caracteres correspondentes ainda, tudo que eu fiz foi mapear os acentos e corrigir um pequeno bug que impedia que se digitasse o caractere 'ç'.
- Código:
#==============================================================================
# ** Input
#-------------------------------------------------------------------------------
# Created By Cidiomar R. Dias Junior
# Originally posted at
#
# Terms of Use: Credit "Cidiomar R. Dias Junior"
#
# Maintained on Hime Works
#-------------------------------------------------------------------------------
# ** Description
#
# A module that handles input data from a gamepad or keyboard.
# Managed by symbols rather than button numbers in RGSS3.
#-------------------------------------------------------------------------------
# ** Usage
#
# Scroll down to the configuration section. It is around line 185.
# You can set up your key mappings there. Use the reference to get the names
# of the keys.
#
#===============================================================================
module Input
#===============================================================================
# Reference
#
# Use this to determine which keys are available for mapping
#===============================================================================
#--------------------------------------------------------------------------
# * Keymap in symbols
# To get a key from the keymap, you can use Input.key(sym) or Input:KEYMAP[sym]
# Or if you want to use a symbol in a input function, just pass the symbol
# as argument.
#--------------------------------------------------------------------------
KEYMAP = {
LBUTTON: 0x01, RBUTTON: 0x02,
CANCEL: 0x03, MBUTTON: 0x04,
XBUTTON1: 0x05, XBUTTON2: 0x06,
BACK: 0x08, TAB: 0x09,
CLEAR: 0x0c, RETURN: 0x0d,
SHIFT: 0x10, CONTROL: 0x11,
MENU: 0x12, PAUSE: 0x13,
CAPITAL: 0x14, KANA: 0x15,
KANA: 0x15, KANA: 0x15,
JUNJA: 0x17, FINAL: 0x18,
HANJA: 0x19, HANJA: 0x19,
ESCAPE: 0x1b, CONVERT: 0x1c,
NONCONVERT: 0x1d, ACCEPT: 0x1e,
MODECHANGE: 0x1f, SPACE: 0x20,
PRIOR: 0x21, NEXT: 0x22,
END: 0x23, HOME: 0x24,
LEFT: 0x25, UP: 0x26,
RIGHT: 0x27, DOWN: 0x28,
SELECT: 0x29, PRINT: 0x2a,
EXECUTE: 0x2b, SNAPSHOT: 0x2c,
INSERT: 0x2d, DELETE: 0x2e,
HELP: 0x2f, N0: 0x30,
KEY_1: 0x31, KEY_2: 0x32,
KEY_3: 0x33, KEY_4: 0x34,
KEY_5: 0x35, KEY_6: 0x36,
KEY_7: 0x37, KEY_8: 0x38,
KEY_9: 0x39, colon: 0x3a,
semicolon: 0x3b, less: 0x3c,
equal: 0x3d, greater: 0x3e,
question: 0x3f, at: 0x40,
LETTER_A: 0x41, LETTER_B: 0x42,
LETTER_C: 0x43, LETTER_D: 0x44,
LETTER_E: 0x45, LETTER_F: 0x46,
LETTER_G: 0x47, LETTER_H: 0x48,
LETTER_I: 0x49, LETTER_J: 0x4a,
LETTER_K: 0x4b, LETTER_L: 0x4c,
LETTER_M: 0x4d, LETTER_N: 0x4e,
LETTER_O: 0x4f, LETTER_P: 0x50,
LETTER_Q: 0x51, LETTER_R: 0x52,
LETTER_S: 0x53, LETTER_T: 0x54,
LETTER_U: 0x55, LETTER_V: 0x56,
LETTER_W: 0x57, LETTER_X: 0x58,
LETTER_Y: 0x59, LETTER_Z: 0x5a,
LWIN: 0x5b, RWIN: 0x5c,
APPS: 0x5d, asciicircum: 0x5e,
SLEEP: 0x5f, NUMPAD0: 0x60,
NUMPAD1: 0x61, NUMPAD2: 0x62,
NUMPAD3: 0x63, NUMPAD4: 0x64,
NUMPAD5: 0x65, NUMPAD6: 0x66,
NUMPAD7: 0x67, NUMPAD8: 0x68,
NUMPAD9: 0x69, MULTIPLY: 0x6a,
ADD: 0x6b, SEPARATOR: 0x6c,
SUBTRACT: 0x6d, DECIMAL: 0x6e,
DIVIDE: 0x6f, F1: 0x70,
F2: 0x71, F3: 0x72,
F4: 0x73, F5: 0x74,
F6: 0x75, F7: 0x76,
F8: 0x77, F9: 0x78,
F10: 0x79, F11: 0x7a,
F12: 0x7b, F13: 0x7c,
F14: 0x7d, F15: 0x7e,
F16: 0x7f, F17: 0x80,
F18: 0x81, F19: 0x82,
F20: 0x83, F21: 0x84,
F22: 0x85, F23: 0x86,
F24: 0x87, NUMLOCK: 0x90,
SCROLL: 0x91, LSHIFT: 0xa0,
RSHIFT: 0xa1, LCONTROL: 0xa2,
RCONTROL: 0xa3, LMENU: 0xa4,
RMENU: 0xa5, BROWSER_BACK: 0xa6,
BROWSER_FORWARD: 0xa7, BROWSER_REFRESH: 0xa8,
BROWSER_STOP: 0xa9, BROWSER_SEARCH: 0xaa,
BROWSER_FAVORITES: 0xab, BROWSER_HOME: 0xac,
VOLUME_MUTE: 0xad, VOLUME_DOWN: 0xae,
VOLUME_UP: 0xaf, MEDIA_NEXT_TRACK: 0xb0,
MEDIA_PREV_TRACK: 0xb1, MEDIA_STOP: 0xb2,
MEDIA_PLAY_PAUSE: 0xb3, LAUNCH_MAIL: 0xb4,
LAUNCH_MEDIA_SELECT: 0xb5, LAUNCH_APP1: 0xb6,
LAUNCH_APP2: 0xb7, cedilla: 0xb8,
onesuperior: 0xb9, masculine: 0xba,
guillemotright: 0xbb, onequarter: 0xbc,
onehalf: 0xbd, threequarters: 0xbe,
questiondown: 0xbf, Agrave: 0xc0,
Aacute: 0xc1, Acircumflex: 0xc2,
Atilde: 0xc3, Adiaeresis: 0xc4,
Aring: 0xc5, AE: 0xc6,
Ccedilla: 0xc7, Egrave: 0xc8,
Eacute: 0xc9, Ecircumflex: 0xca,
Ediaeresis: 0xcb, Igrave: 0xcc,
Iacute: 0xcd, Icircumflex: 0xce,
Idiaeresis: 0xcf, ETH: 0xd0,
Ntilde: 0xd1, Ograve: 0xd2,
Oacute: 0xd3, Ocircumflex: 0xd4,
Otilde: 0xd5, Odiaeresis: 0xd6,
multiply: 0xd7, Oslash: 0xd8,
Ugrave: 0xd9, Uacute: 0xda,
Ucircumflex: 0xdb, Udiaeresis: 0xdc,
Yacute: 0xdd, THORN: 0xde,
ssharp: 0xdf, agrave: 0xe0,
aacute: 0xe1, acircumflex: 0xe2,
atilde: 0xe3, adiaeresis: 0xe4,
PROCESSKEY: 0xe5, ae: 0xe6,
PACKET: 0xe7, egrave: 0xe8,
eacute: 0xe9, ecircumflex: 0xea,
ediaeresis: 0xeb, igrave: 0xec,
iacute: 0xed, icircumflex: 0xee,
idiaeresis: 0xef, eth: 0xf0,
ntilde: 0xf1, ograve: 0xf2,
oacute: 0xf3, ocircumflex: 0xf4,
otilde: 0xf5, ATTN: 0xf6,
CRSEL: 0xf7, EXSEL: 0xf8,
EREOF: 0xf9, PLAY: 0xfa,
ZOOM: 0xfb, NONAME: 0xfc,
PA1: 0xfd, thorn: 0xfe,
ydiaeresis: 0xff
}
#===============================================================================
# Configuration
#===============================================================================
KEYMAP[:WIN] = [KEYMAP[:LWIN], KEYMAP[:RWIN]]
#--------------------------------------------------------------------------
# * Default Keys, you can configure here instead of by pressing F1.
#--------------------------------------------------------------------------
UP = [KEYMAP[:UP]]
DOWN = [KEYMAP[:DOWN]]
LEFT = [KEYMAP[:LEFT]]
RIGHT = [KEYMAP[:RIGHT]]
A = [KEYMAP[:SHIFT]]
B = [KEYMAP[:ESCAPE], KEYMAP[:LETTER_X]]
C = [KEYMAP[:RETURN], KEYMAP[:LETTER_Z]]
X = []
Y = []
Z = []
L = [KEYMAP[:PRIOR]]
R = [KEYMAP[:NEXT]]
F5 = [KEYMAP[:F5]]
F6 = [KEYMAP[:F6]]
F7 = [KEYMAP[:F7]]
F8 = [KEYMAP[:F8]]
F9 = [KEYMAP[:F9]]
SHIFT = [KEYMAP[:SHIFT]]
CTRL = [KEYMAP[:CONTROL]]
ALT = [KEYMAP[:MENU]]
#===============================================================================
# Rest of script
#===============================================================================
#--------------------------------------------------------------------------
# * Symbol version of default keys.
#--------------------------------------------------------------------------
SYM_KEYS = {
:UP => UP,
:LEFT => LEFT,
:DOWN => DOWN,
:RIGHT => RIGHT,
:A => A,
:B => B,
:C => C,
:X => X,
:Y => Y,
:Z => Z,
:L => L,
:R => R,
:F5 => F5,
:F6 => F6,
:F7 => F7,
:F8 => F8,
:F9 => F9,
:SHIFT => SHIFT,
:CTRL => CTRL,
:ALT => ALT
}
#--------------------------------------------------------------------------
# * Key Codes Used in Events Conditional Branchs
#--------------------------------------------------------------------------
EventsKeyCodes = {
2 => :DOWN,
4 => :LEFT,
6 => :RIGHT,
8 => :UP,
11 => :A,
12 => :B,
13 => :C,
14 => :X,
15 => :Y,
16 => :Z,
17 => :L,
18 => :R
}
#--------------------------------------------------------------------------
# * Internal APIs to handle keyboard functions
#--------------------------------------------------------------------------
GetKeyboardState = Win32API.new("user32.dll", "GetKeyboardState", "I", "I")
MapVirtualKeyEx = Win32API.new("user32.dll", "MapVirtualKeyEx", "IIL", "I")
ToUnicodeEx = Win32API.new("user32.dll", "ToUnicodeEx", "LLPPILL", "L")
#----------
@language_layout = Win32API.new("user32.dll", "GetKeyboardLayout", "L", "L").call(0)
DOWN_STATE_MASK = (0x8 << 0x04)
DEAD_KEY_MASK = (0x8 << 0x1C)
#-----
UNICODE_TO_UTF8 = Encoding::Converter.new(Encoding.list[2], Encoding.list[1])
#--------------------------------------------------------------------------
# * States of keys
#--------------------------------------------------------------------------
@state = DL::CPtr.new(DL.malloc(256), 256)
@triggered = Array.new(256, false)
@pressed = Array.new(256, false)
@released = Array.new(256, false)
@repeated = Array.new(256, 0)
#--------------------------------------------------------------------------
# * Singleton attrs of states
#--------------------------------------------------------------------------
class << self
attr_reader :triggered, :pressed, :released, :repeated, :state
end
#--------------------------------------------------------------------------
# * Get a key code by simbol
#--------------------------------------------------------------------------
def self.key(sym)
KEYMAP[sym] || 0
end
#--------------------------------------------------------------------------
# * Updates input data.
# As a general rule, this method is called once per frame.
#--------------------------------------------------------------------------
def self.update
GetKeyboardState.call(@state.to_i)
0.upto(255) do |key|
if @state[key] & DOWN_STATE_MASK == DOWN_STATE_MASK
@released[key] = false
@pressed[key] = true if (@triggered[key] = !@pressed[key])
@repeated[key] < 17 ? @repeated[key] += 1 : @repeated[key] = 15
elsif !@released[key] and @pressed[key]
@triggered[key] = false
@pressed[key] = false
@repeated[key] = 0
@released[key] = true
else
@released[key] = false
end
end
end
#--------------------------------------------------------------------------
# * Checks the status of the directional buttons, translates the data into
# a specialized 4-direction input format, and returns the number pad
# equivalent (2, 4, 6, 8).
#
# If no directional buttons are being pressed (or the equivalent), returns 0.
#--------------------------------------------------------------------------
def self.dir4
return 2 if self.press?(DOWN)
return 4 if self.press?(LEFT)
return 6 if self.press?(RIGHT)
return 8 if self.press?(UP)
return 0
end
#--------------------------------------------------------------------------
# * Checks the status of the directional buttons, translates the data into
# a specialized 8-direction input format, and returns the number pad
# equivalent (1, 2, 3, 4, 6, 7, 8, 9).
#
#If no directional buttons are being pressed (or the equivalent), returns 0.
#--------------------------------------------------------------------------
def self.dir8
down = self.press?(DOWN)
left = self.press?(LEFT)
return 1 if down and left
right = self.press?(RIGHT)
return 3 if down and right
up = self.press?(UP)
return 7 if up and left
return 9 if up and right
return 2 if down
return 4 if left
return 6 if right
return 8 if up
return 0
end
#--------------------------------------------------------------------------
# * Determines whether the button corresponding to the symbol sym is
# currently being pressed.
#
# If the button is being pressed, returns TRUE. If not, returns FALSE.
#
# if Input.press?(:C)
# do_something
# end
#--------------------------------------------------------------------------
def self.press?(keys)
if keys.is_a?(Numeric)
k = keys.to_i
return (@pressed[k] and !@triggered[k])
elsif keys.is_a?(Array)
return keys.any? {|key| self.press?(key) }
elsif keys.is_a?(Symbol)
if SYM_KEYS.key?(keys)
return SYM_KEYS[keys].any? {|key| (@pressed[key] and !@triggered[key]) }
elsif (KEYMAP.key?(keys))
k = KEYMAP[keys]
return (@pressed[k] and !@triggered[k])
else
return false
end
end
end
#--------------------------------------------------------------------------
# * Determines whether the button corresponding to the symbol sym is
# currently being pressed again.
# "Pressed again" is seen as time having passed between the button being
# not pressed and being pressed.
#
# If the button is being pressed, returns TRUE. If not, returns FALSE.
#--------------------------------------------------------------------------
def self.trigger?(keys)
if keys.is_a?(Numeric)
return @triggered[keys.to_i]
elsif keys.is_a?(Array)
return keys.any? {|key| @triggered[key]}
elsif keys.is_a?(Symbol)
if SYM_KEYS.key?(keys)
return SYM_KEYS[keys].any? {|key| @triggered[key]}
elsif KEYMAP.key?(keys)
return @triggered[KEYMAP[keys]]
else
return false
end
end
end
#--------------------------------------------------------------------------
# * Determines whether the button corresponding to the symbol sym is
# currently being pressed again.
# Unlike trigger?, takes into account the repeated input of a button being
# held down continuously.
#
# If the button is being pressed, returns TRUE. If not, returns FALSE.
#--------------------------------------------------------------------------
def self.repeat?(keys)
if keys.is_a?(Numeric)
key = keys.to_i
return @repeated[key] == 1 || @repeated[key] == 16
elsif keys.is_a?(Array)
return keys.any? {|key| @repeated[key] == 1 || @repeated[key] == 16}
elsif keys.is_a?(Symbol)
if SYM_KEYS.key?(keys)
return SYM_KEYS[keys].any? {|key| @repeated[key] == 1 || @repeated[key] == 16}
elsif KEYMAP.key?(keys)
return @repeated[KEYMAP[keys]] == 1 || @repeated[KEYMAP[keys]] == 16
else
return false
end
end
end
#--------------------------------------------------------------------------
# * Determines whether the button corresponding to the symbol sym
# was released.
#
# If the button was released, returns TRUE. If not, returns FALSE.
#--------------------------------------------------------------------------
def self.release?(keys)
if keys.is_a?(Numeric)
return @released[keys.to_i]
elsif keys.is_a?(Array)
return keys.any? {|key| @released[key]}
elsif keys.is_a?(Symbol)
if SYM_KEYS.key?(keys)
return SYM_KEYS[keys].any? {|key| @released[key]}
elsif KEYMAP.key?(keys)
return @released[KEYMAP[keys]]
else
return false
end
end
end
#--------------------------------------------------------------------------
# * Gets the character that correspond to vk using the keyboard layout
#--------------------------------------------------------------------------
def self.get_character(vk)
c = MapVirtualKeyEx.call(vk, 2, @language_layout)
return "" if c < 32 && (c & DEAD_KEY_MASK != DEAD_KEY_MASK)
result = "\0" * 2
length = ToUnicodeEx.call(vk, MapVirtualKeyEx.call(vk, 0, @language_layout), @state, result, 2, 0, @language_layout)
return (length == 0 ? "" : result)
end
#--------------------------------------------------------------------------
# * Accents Table, to bo used in conversion from ASCII to UTF8
#--------------------------------------------------------------------------
AccentsCharsConv = {
'A' => ['À', 'Á', 'Â', 'Ã', 'Ä'],
'E' => ['È', 'É', 'Ê', 0 , 'Ë'],
'I' => ['Ì', 'Í', 'Î', 0 , 'Ï'],
'O' => ['Ò', 'Ó', 'Ô', 'Õ', 'Ö'],
'U' => ['Ù', 'Ú', 'Û', 0 , 'Ü'],
'C' => [ 0 , 0 , 0 , 0 , 0 ],
'N' => [ 0 , 0 , 0 , 'Ñ', 0 ],
'Y' => [ 0 , 'Ý', 0 , 0 , '?'],
'a' => ['à', 'á', 'â', 'ã', 'ä'],
'e' => ['è', 'é', 'ê', 0 , 'ë'],
'i' => ['ì', 'í', 'ô', 0 , 'ï'],
'o' => ['ò', 'ó', 'ô', 'õ', 'ö'],
'u' => ['ù', 'ú', 'û', 'õ', 'ü'],
'c' => [ 0 , 0 , 0 , 0 , 0 ],
'n' => [ 0 , 0 , 0 , 'ñ', 0 ],
'y' => [ 0 , 'ý', 0 , 0 , '?'],
}
# Letters that can have accent
PssbLetters = "AEIOUCNYaeioucny"
# Accents, in ASCII, configured at runtime to avoid encoding troubles
Accents = [96.chr, 180.chr, 94.chr, 126.chr, 168.chr].join
NonCompatChars = [180, 168]
@last_accent = nil
#--------------------------------------------------------------------------
# * Get inputed string transcoded to UTF8
#--------------------------------------------------------------------------
def self.UTF8String
result = ""
31.upto(255) {|key|
if self.repeat?(key)
c = self.get_character(key)
if (cc = c.unpack("C")[0]) and NonCompatChars.include?(cc)
result += cc.chr
else
result += UNICODE_TO_UTF8.convert(c) if c != ""
end
end
}
return "" if result == ""
if @last_accent
result = @last_accent + result
@last_accent = nil
end
f_result = ""
jump = false
for i in 0 ... result.length
c = result[i]
if jump
jump = false
next
end
if c != 'ç' && Accents.include?(c)
if (nc = result[i+1]) != nil
if PssbLetters.include?(nc)
if (ac = AccentsCharsConv[nc][Accents.index(c)]) != 0
f_result << ac
jump = true
else
f_result << c
f_result << nc
jump = true
end
elsif Accents.include?(nc)
f_result << c
f_result << nc
jump = true
else
f_result << c
f_result << nc
jump = true
end
else
@last_accent = c
end
else
f_result << c
end
end
return f_result
end
end
# Game_Interpreter
# def command_111 modification to work properly with my Input System
#
class Game_Interpreter
#--------------------------------------------------------------------------
# * Conditional Branch
#--------------------------------------------------------------------------
def command_111
result = false
case @params[0]
when 0 # Switch
result = ($game_switches[@params[1]] == (@params[2] == 0))
when 1 # Variable
value1 = $game_variables[@params[1]]
if @params[2] == 0
value2 = @params[3]
else
value2 = $game_variables[@params[3]]
end
case @params[4]
when 0 # value1 is equal to value2
result = (value1 == value2)
when 1 # value1 is greater than or equal to value2
result = (value1 >= value2)
when 2 # value1 is less than or equal to value2
result = (value1 <= value2)
when 3 # value1 is greater than value2
result = (value1 > value2)
when 4 # value1 is less than value2
result = (value1 < value2)
when 5 # value1 is not equal to value2
result = (value1 != value2)
end
when 2 # Self switch
if @event_id > 0
key = [@map_id, @event_id, @params[1]]
result = ($game_self_switches[key] == (@params[2] == 0))
end
when 3 # Timer
if $game_timer.working?
if @params[2] == 0
result = ($game_timer.sec >= @params[1])
else
result = ($game_timer.sec <= @params[1])
end
end
when 4 # Actor
actor = $game_actors[@params[1]]
if actor
case @params[2]
when 0 # in party
result = ($game_party.members.include?(actor))
when 1 # name
result = (actor.name == @params[3])
when 2 # Class
result = (actor.class_id == @params[3])
when 3 # Skills
result = (actor.skill_learn?($data_skills[@params[3]]))
when 4 # Weapons
result = (actor.weapons.include?($data_weapons[@params[3]]))
when 5 # Armors
result = (actor.armors.include?($data_armors[@params[3]]))
when 6 # States
result = (actor.state?(@params[3]))
end
end
when 5 # Enemy
enemy = $game_troop.members[@params[1]]
if enemy
case @params[2]
when 0 # appear
result = (enemy.alive?)
when 1 # state
result = (enemy.state?(@params[3]))
end
end
when 6 # Character
character = get_character(@params[1])
if character
result = (character.direction == @params[2])
end
when 7 # Gold
case @params[2]
when 0 # Greater than or equal to
result = ($game_party.gold >= @params[1])
when 1 # Less than or equal to
result = ($game_party.gold <= @params[1])
when 2 # Less than
result = ($game_party.gold < @params[1])
end
when 8 # Item
result = $game_party.has_item?($data_items[@params[1]])
when 9 # Weapon
result = $game_party.has_item?($data_weapons[@params[1]], @params[2])
when 10 # Armor
result = $game_party.has_item?($data_armors[@params[1]], @params[2])
when 11 # Button
key = Input::EventsKeyCodes[@params[1]]
result = Input.press?(key) if key
when 12 # Script
result = eval(@params[1])
when 13 # Vehicle
result = ($game_player.vehicle == $game_map.vehicles[@params[1]])
end
@branch[@indent] = result
command_skip if !@branch[@indent]
end
end
- Imagem:
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
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