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Text Cache
Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Tutoriais :: Correção de bugs
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Text Cache
Text Cache v 1.03
by Mithran
Introductionby Mithran
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.
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Tutoriais :: Correção de bugs
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