Esempio n. 1
0
Window_BattleStatus::Window_BattleStatus() :
	Window_Base(0, 172, 244, 68) {

	SetBorderX(4);
	SetBorderY(4);

	SetContents(Bitmap::Create(width - 8, height - 8));
	contents->SetTransparentColor(windowskin->GetTransparentColor());

	index = -1;

	Refresh();
}
Esempio n. 2
0
Window_ShopParty::Window_ShopParty(int ix, int iy, int iwidth, int iheight) :
	Window_Base(ix, iy, iwidth, iheight) {

	SetBorderX(4);
	SetContents(Bitmap::Create(width - GetBorderX() * 2, height - 16));

	cycle = 0;
	item_id = 0;

	const std::vector<Game_Actor*>& actors = Main_Data::game_party->GetActors();
	for (size_t i = 0; i < actors.size() && i < 4; i++) {
		const std::string& sprite_name = actors[i]->GetSpriteName();
		FileRequestAsync* request = AsyncHandler::RequestFile("CharSet", sprite_name);
		request->SetGraphicFile(true);
		request_ids.push_back(request->Bind(&Window_ShopParty::OnCharsetSpriteReady, this, (int)i));
		request->Start();
	}

	Refresh();
}
Window_BattleStatus::Window_BattleStatus(int ix, int iy, int iwidth, int iheight, bool enemy) :
	Window_Selectable(ix, iy, iwidth, iheight), mode(ChoiceMode_All), enemy(enemy) {

	SetBorderX(4);

	SetContents(Bitmap::Create(width - 8, height - 16));

	index = -1;

	if (Data::battlecommands.battle_type == RPG::BattleCommands::BattleType_gauge) {
		// Simulate a borderless window
		// Doing it this way for gauge style makes the implementation on
		// scene-side easier
		border_x = 0;
		border_y = 0;
		SetContents(Bitmap::Create(width, height));
		SetOpacity(0);
	}

	Refresh();
}