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    Text Cache

    Valentine
    Valentine
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    Mensagem por Valentine Qui Fev 22, 2018 12:15 pm

    Text Cache v 1.03
    by Mithran
    Introduction
    VX Ace is a huge improvement over VX in many different ways. However, although text processing has a number of new features, it has also introduced a number of new bugs.
    - Text is squeezed when drawn to the rect given by text_size. Subsequent text shrinking also occurs long before needed.
    - Bitmap#draw_text wraps around on itself after ~640 pixels.
    - Individually drawn characters for certain fonts are drawn incorrectly

    Features
    - Implements a text cache. Trades a small amount of memory for a large amount of processing speed (~2 to 5x as fast for most strings).
    - Draws each character with padding, accounting for its actual size when placed adjacent other characters. Each character is now drawn consistently whether it is drawn independently or not.
    - Automatically uses original method when dealing with "squeezed" text (manually squeezing text looks terrible, so this was left in)

    How to Use
    Install on its own script page in the materials section of the script editor above main and below default scripts.

    Script
    http://pastebin.com/fRFFYgRt

    Or

    Código:
    # Text Cache v 1.03
    # by Mithran
    # hosted at forums.rpgmakerweb.com
     
    # Instructions
    %Q(
    This script is a workaround for the Bitmap#draw_text issues in RPGMaker VX Ace.
     
    By default, there are several errors with Bitmap#draw_text in Ace.
     
    1.  Text shrinking algorithm is overzealous.  Text drawn to a rect given by
        its own text_size is reduced in size.  This is both counterintuitive, and not
        the way it worked in previous versions (VX).
     
    2.  Text drawn to any rect wider than approx 640 pixels wraps around to the
        beginning of the line, overwriting previous text.  This also causes center
        and right alignments to fail.  This is both unnecessary and not how it worked
        in VX.
      
    3.  Text drawn character by character with non true-type fonts has awkward spacing.
        In addition, the text_size of a string of characters is not the same as the
        sum of the text_size of each character.
        This existed even in VX.
      
    4.  The first character of a Bitmap#draw_text command for certain letters on
        certain fonts is not drawn correctly.  Since message window draws character
        by character, this can become a major issue. (example: Verdana 20 pt font)
      
    These errors can be demonstrated using my text draw debugger:
    http://pastebin.com/p55ukZP2
      
    What this script does:
     
    1.  Adds 2 pixels to any draw_text width, so text can be intuitively drawn to its
        own text_size rect. Offsets x coordinate where appropriate.
        If SIMPLE_FIX is set to true, only this fix will be enabled.
      
    2.  Adds a text cache.  Instead of drawing text directly when called, a unique
        bitmap is created for any potential text draw with buffers, drawn with extra
        space around it.  The character is then copied whenever a text draw is
        attempted.
      
        Text Caching can be turned off by setting SIMPLE_FIX to true.
      
        Text Caching also has the following features:
        - Much faster processing than the original Bitmap#draw_text.
          Trades a small amount of memory to accomodate faster processing speed.
          The first time any letter is drawn takes approximately 3-4 times as long,
          subsquently, any time this same letter and font is drawn it is upwards of
          twice as fast.  The longer the string drawn, the bigger the difference.
        - Accounts for a 3-length string when checking the size.  This makes single
          characters drawn look more natural for the offending fonts.
        Does not work with:
        - Reduced size text.
          If text is squeezed due to not being given enough room to draw, text caching
          is bypassed in favor of the original method.  This is due to the text
          squeezing algorithm reducing each character by a variable amount that can
          not be determined with text_size.  Manually stretching or aligning this
          "squeezed" text looks completely awful, so for now, this will have to
          stay like this.
          The exception to this is if the text has "just enough" room to draw,
          it will be given the two extra pixels rather than squeezing it.
        - If text extends beyond MAX_DRAW_WIDTH, text caching will be forced.
          This disables the "squeeze" effect.  Using the default method means the text
          would draw over itself anyway, so this is the lesser of two evils.
        
    Changelog:
     
    v 1.03
      Added an option to control how much buffer is given before text squeeze turns off.
      Added an absolute width limit allowed for a draw_text operation to prevent a rare game.exe crash.
      Added an option to completely disable the default squeezing method to always cache.
     
    v 1.02
      lammer crash error when drawing a null/zero height character.
     
    v 1.01
      lammer crash error when using F12 to reset. (Thanks Archiea_Nessiah)
     
    v 1.0
    Official release.
    )
     
     
      DISABLE_TEXT_SQUEEZE = false
      # turning this to true completely disables all built in text squeezing methods
     
      TEXT_SQUEEZE_MIN_TRIGGER_RATE = 1.5
      # the rate at which width of the text must be greater than the draw area
      # in order to trigger the default draw method that "squeezes" text
      # set to 1.0 to turn this feature off
     
     
    class Bitmap
      TEXT_TOP_BUFFER = 2
      TEXT_SIDE_BUFFER = 8 # buffer in pixels to draw text away from
      # the edge of the bitmap, to prevent certain characters from being cut off
      SIMPLE_FIX = false # just adds the two pixels to prevent unnecessary squeeze
      # depricated, as doing so causes the other mentioned bugs to still appear
      # 1.03 - changed to continue to draw text by character to prevent the crashing error
      MAX_TEXT_DRAW_WIDTH = 640 # tests have shown the draw fails at around 640px
      # if nil, no max width
      MAX_TEXT_DRAW_WIDTH_ABSOLUTE = 2016 # the absolute limit accepted by draw_text
      # this prevents a game.exe crash when the draw_text is called to a small space with a ton of text
      # any text longer than this will be automatically drawn without squeezing
      # this option should NEVER trigger either way
      NO_FIX = false # completely disables the fix, for testing comparison
     
     
      alias draw_text_vxa draw_text
      def draw_text(*args)
        return draw_text_vxa(*args) if NO_FIX
        if args[0].is_a?(Rect)
          rect = args[0]
          x, y, width, height = rect.x, rect.y, rect.width, rect.height
          text = args[1].to_s.clone || ""
          align = args[2] || 0
        else
          x, y, width, height = *args[0..3]
          text = args[4].to_s.clone || ""
          align = args[5] || 0
        end
        if check_squeeze_allowed(x, y, width, height, text)
          x -= align
          # shift one pixels to the left if centering
          # two if right right justified
          # to offset the extra width given
          draw_text_vxa(x, y, width + 2, height, text, align)
        else
          draw_text_cached(x, y, width, height, text, align)
        end
      end
     
      def check_squeeze_allowed(x, y, width, height, text)
        return false if DISABLE_TEXT_SQUEEZE # completely disables squeeze
        return false if MAX_TEXT_DRAW_WIDTH && width > MAX_TEXT_DRAW_WIDTH # will not squeeze if over size limit
        text_width = text_size(text).width
        return false if text_width >= MAX_TEXT_DRAW_WIDTH_ABSOLUTE # will not squeeze if over size limit
        text_width > width * TEXT_SQUEEZE_MIN_TRIGGER_RATE # will not squeeze if over size limit
      end
     
      def draw_text_cached(x, y, width, height, text, align, allow_squeeze = false)
        text_rect = self.text_size(text)
        text_width = text_rect.width
        text_height = text_rect.height
        # allow_squeeze - not recommended and completely hidden unless you are reading this
        if allow_squeeze && text_width > width * TEXT_SQUEEZE_MIN_TRIGGER_RATE
          ratio = width / text_width.to_f
          ratio = 0.5 if ratio < 0.5
          rect = Rect.new(0, 0, 0, 0)
        else
          ratio = nil
        end
        fontkey = self.font.to_a
        case align
        when 1; x += (width - text_width) / 2
        when 2; x += width - text_width
        end
        y += (height - text_height) / 2 # horizontal center
        buf = -TEXT_SIDE_BUFFER
        buf *= ratio if ratio
        text.each_char { |char|
        letter = TextCache.letters(fontkey, char)
        if SIMPLE_FIX  # swap with original method for debugging and simple fix
          draw_text_vxa(x + buf, y, letter.rect.width + 2, letter.height, char)
          buf += letter.rect.width - TEXT_SIDE_BUFFER * 2
        elsif ratio # drawing squished text
          w = (ratio * 10).to_i * letter.rect.width / 10
          rect.set(x + buf, y, w, text_height)
          self.stretch_blt(rect, letter, letter.rect)
          buf += (letter.rect.width * ratio - TEXT_SIDE_BUFFER * 2 * ratio).to_i
        else
          self.blt(x + buf, y, letter, letter.rect)
          buf += letter.rect.width - TEXT_SIDE_BUFFER * 2
        end
        }
        nil
      end
    end
     
    module TextCache
      BUFFER_DRAW = 300 # for drawing characters, to make sure there is enough room
     
      def self.canvas(font = nil)
        @canvas = Bitmap.new(32, 32) if @canvas.nil? || @canvas.disposed?
        #@canvas.font = font if font and font != @canvas.font
        @canvas
      end
     
      def self.letters(font, char)
        @cache ||= {}
        key = font + [char]
        if include?(key)
          return @cache[key]
        elsif char.empty?
          return empty_bitmap
        else
          return new_letter(font, char)
        end
      end
     
      def self.empty_bitmap # not used, added for completness in case the cache is accessed directly
        @cache[:empty] = Bitmap.new(32, 32) unless include?(:empty)
        @cache[:empty]
      end
     
      def self.new_letter(fontary, char)
        font = create_font(fontary)
        # get the font
        canvas.font = font
        rect = canvas.text_size(char * 3)
        return @cache[key] = empty_bitmap if (rect.height == 0 || rect.width == 0)
        # get size of character between two other characters (for better kerning)
        b = Bitmap.new((rect.width / 3) + Bitmap::TEXT_SIDE_BUFFER * 2, rect.height)
        # create bitmap just big enough for one character
        b.font = font
        # get the font
        b.draw_text_vxa(rect.x - b.text_size(" ").width + Bitmap::TEXT_SIDE_BUFFER, rect.y - Bitmap::TEXT_TOP_BUFFER, BUFFER_DRAW, rect.height + Bitmap::TEXT_TOP_BUFFER * 2, " #{char} ", 0)
        # draw blank spaces before and after character, fix for cutting off the
        # first pixel using draw_text
        key = fontary + [char]
        @cache[key] = b    
      end
     
      def self.create_font(fontary)
        font = Font.new(*fontary[0..1])
        font.bold = fontary[2]
        font.italic = fontary[3]
        font.outline = fontary[4]
        font.shadow = fontary[5]
        font.color.set(*fontary[6..9])
        font.out_color.set(*fontary[10..13])
        font
      end
     
     
      def self.include?(key)
        @cache[key] && !@cache[key].disposed?
      end
     
      def self.clear
        @cache ||= {}
        @cache.clear
        GC.start
      end
     
    end
     
     
     
    class Font
      # font's instance variables are not reflective, so this has to be defined explicitly
      def to_a
        [name, size, bold, italic, outline, shadow, color.red, color.green, color.blue, color.alpha, out_color.red, out_color.green, out_color.blue, out_color.alpha]
      end
     
    end

    FAQ
    q. Any simpler way to handle this?
    a. Add two pixels to width before attempting to draw text to its own text_size rect. Split up any string longer than 640 text_size width and draw each piece successively (or don't draw strings longer than 640 text_size width, you'd only need them for horizontally scrolling windows). Use a non-TrueType Font (like the default one, I believe). Following these three rules you'll likely never run into any of the bugs lammer by this script. This script will still allow faster text processing, if you choose to use it.

    q. I'm using draw_text every frame, it still lags.
    a. This script is not a substitute for poor procedures. draw_text is still very time consuming, and should be using sparingly as before.

    Credit and Thanks
    - Mithran

    Author's Notes
    May be distributed with a link to these forums, original unedited script, and with credit. May be used in any project, so long as the credit in the script remains intact (individual credit in the project as a whole is not required).

    Bug Reporting
    If you have a crashing bug, please provide the complete error code as well as a short description on how to reproduce. If you have a display bug, please include a screenshot and a short description.

      Data/hora atual: Qui Nov 21, 2024 8:54 am