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(); }
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(); }