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DynRPG v0.32 Unofficial
Plugin SDK
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Used for message windows. More...
#include <WindowMessage.h>
Public Member Functions | |
| WindowMessage () | |
| Experimental. | |
| ~WindowMessage () | |
| Experimental. | |
Public Member Functions inherited from RPG::Window | |
| Window () | |
| Experimental. | |
| ~Window () | |
| Experimental. | |
| void | create (int width, int height, int x, int y, bool startHidden) |
| Experimental. | |
| void | redraw () |
| Experimental. | |
| void | updateCursor (int choice) |
| Experimental. | |
| void | clear () |
| Clears the specified window of any text, so that it can be drawn on again. | |
| void | refresh () |
| Experimental. | |
| void | destroy () |
| Removes the specified window object and all of its components. | |
| void | drawString (int x, int y, std::string text, int color, bool initialize) |
| Built-in RM2k3 function that draws a string to a Window. (experimental) | |
| int | getSelected () |
| Gets the index of a selection within a RPG::Window object (Example: int selected = RPG::battleData->winMonTarget->getSelected()) | |
Public Attributes | |
| Window * | winGold |
| Pointer to gold window. | |
| WindowMessageBox * | text |
| Pointer to the message box text. | |
| int | currentTextRow |
| The current row of the text being drawn (1-4) | |
| int | currentTextColumn |
| The current column of the text being drawn (1-??) | |
| int | currentTextX |
| The x-coordinate of the text being drawn, relative to where the text started drawing. | |
| MessagePosition | messageBoxPosition |
| The position of the message box. | |
| int | currentTextColor |
| The color of the text currently being drawn. | |
| int | currentTextSpeed |
| The speed of the text currently being drawn. | |
| int | textTimer |
| Internally used to time the drawing of a single text character. | |
| bool | isWaiting |
| Is the text box waiting? (Slash dot command maybe?) | |
| bool | autoEnter |
| Was the slash carrot command used? | |
| int | cancelChoice |
| The cancel choice option (1-4, or 5 if execute handler) | |
| int | inputNumValue |
| Current input total. | |
| int | inputNumDigits |
| Number of input digits. | |
| int | inputNumVariableId |
| The destination variable for the input. | |
| bool | innIsActive |
| Is the inn active? | |
| int | innCost |
| The inn's cost. | |
| bool | messageOpen |
| Is a message box currently drawn? | |
Public Attributes inherited from RPG::Window | |
| int | choicesPerRow |
| The number of choices per row. | |
| Image * | image |
| The actual image of the window after it's been drawn. | |
| Image * | imageFrame |
| The window's frame & background (if redrawn). | |
| Image * | imageText |
| The window's text (if redrawn), but can only draw underneath. | |
| int | x |
| The window's x-position. | |
| int | y |
| The window's y-position. | |
| int | width |
| The window's width. | |
| int | height |
| The window's height. | |
| int | jumpX |
| Change in x-position when moving cursor. | |
| int | jumpY |
| Change in y-position when moving cursor. | |
| int | rowsPerPage |
| Number of text rows on the window (choices or plain text) | |
| int | cursorX |
| The cursor's starting x-position (upper-left choice) | |
| int | cursorY |
| The cursor's starting y-position (upper-left choice) | |
| int | cursorWidth |
| The width of the cursor. | |
| int | cursorHeight |
| The height of the cursor. | |
| int | totalChoices |
| The total number of choices in the window. | |
| int | currentChoice |
| The current choice selected (zero-based) | |
| int | currentScroll |
| Amount of choices above current choice. | |
| int | scrollTimer |
| The timer between cursor movements (-12 or 12, minus or plus 4 each frame until it's 0) | |
| bool | choiceVisible |
| Has the choice bar been drawn? (It can still be considered visible if another window is active) | |
| bool | choiceActive |
| Is the choice bar of the window active? | |
| int | choiceTimer |
| The number of frames the choice has been selected. | |
| int | rollOn1 |
| int | rollOn2 |
| int | winTimer |
| The total number of frames the window has been visible before a RPG::Scene change. | |
| DListPtr< char > * | text |
| The window's text (doesn't work yet) | |
| int | fontSet |
| The window's font set? | |
Used for message windows.