void Window_BattleStatus::RefreshGauge(int i) { int y = i * 15; contents->ClearRect(Rect(192, y, 44, 15)); Game_Actor* actor = Game_Battle::allies[i].game_actor; DrawGauge(actor, i, 192, y); DrawActorSp(actor, 202, y, false); }
void Window_MenuStatus::Refresh() { contents->SetTransparentColor(windowskin->GetTransparentColor()); contents->Clear(); DisplayUi->SetBackcolor(Cache::system_info.bg_color); item_max = Game_Party::GetActors().size(); int y = 0; for (int i = 0; i < item_max; ++i) { Game_Actor* actor = Game_Party::GetActors()[i]; int face_x = 0; if (Player::engine == Player::EngineRpg2k3) { face_x = actor->GetBattleRow() == 1 ? 5 : 0; } DrawActorFace(actor, face_x, i*48 + y); DrawActorName(actor, 48 + 8, i*48 + 2 + y); DrawActorClass(actor, 48 + 8 + 88, i*48 + 2 + y); DrawActorLevel(actor, 48 + 8, i*48 + 2 + 16 + y); DrawActorState(actor, 48 + 8 + 42, i*48 + 2 + 16 + y); DrawActorExp(actor, 48 + 8, i*48 + 2 + 16 + 16 + y); DrawActorHp(actor, 48 + 8 + 106, i*48 + 2 + 16 + y); DrawActorSp(actor, 48 + 8 + 106, i*48 + 2 + 16 + 16 + y); y += 10; } }
void Window_BattleStatus::RefreshGauge() { if (Player::IsRPG2k3()) { if (Data::battlecommands.battle_type != RPG::BattleCommands::BattleType_gauge) { contents->ClearRect(Rect(198, 0, 25 + 16, 15 * item_max)); } for (int i = 0; i < item_max; ++i) { Game_Battler* actor; if (enemy) { actor = &(*Main_Data::game_enemyparty)[i]; } else { actor = &(*Main_Data::game_party)[i]; } if (!enemy && Data::battlecommands.battle_type == RPG::BattleCommands::BattleType_gauge) { FileRequestAsync* request = AsyncHandler::RequestFile("System2", Data::system.system2_name); if (!request->IsReady()) { request_id = request->Bind(&Window_BattleStatus::OnSystem2Ready, this); request->Start(); break; } else { BitmapRef system2 = Cache::System2(Data::system.system2_name); // Clear number drawing area contents->ClearRect(Rect(40 + 80 * i, 24, 8 * 4, 16)); contents->ClearRect(Rect(40 + 80 * i, 24 + 12 + 4, 8 * 4, 16)); // Number clearing removed part of the face, but both, clear and redraw // are needed because some games don't have face graphics that are huge enough // to clear the number area (e.g. Ara Fell) DrawActorFace(static_cast<Game_Actor*>(actor), 80 * i, 24); // Background contents->StretchBlit(Rect(32 + i * 80, 24, 57, 48), *system2, Rect(0, 32, 48, 48), Opacity::opaque); // HP DrawGaugeSystem2(48 + i * 80, 24, actor->GetHp(), actor->GetMaxHp(), 0); // SP DrawGaugeSystem2(48 + i * 80, 24 + 16, actor->GetSp(), actor->GetMaxSp(), 1); // Gauge DrawGaugeSystem2(48 + i * 80, 24 + 16 * 2, actor->GetGauge() * actor->GetMaxGauge() / 100, actor->GetMaxGauge(), 2); // Numbers DrawNumberSystem2(40 + 80 * i, 24, actor->GetHp()); DrawNumberSystem2(40 + 80 * i, 24 + 12 + 4, actor->GetSp()); } } else { int y = 2 + i * 16; DrawGauge(actor, 198 - 10, y - 2); DrawActorSp(actor, 198, y, false); } } } }
void Window_BattleStatus::Refresh() { contents->Clear(); for (size_t i = 0; i < Game_Battle::allies.size() && i < 4; i++) { int y = i * 15; Game_Actor* actor = Game_Battle::allies[i].game_actor; DrawActorName(actor, 4, y); DrawActorState(actor, 80, y); DrawActorHp(actor, 136, y, true); DrawGauge(actor, i, 192, y); DrawActorSp(actor, 202, y, false); } }
void Window_ActorTarget::Refresh() { contents->Clear(); item_max = Main_Data::game_party->GetActors().size(); int y = 0; for (int i = 0; i < item_max; ++i) { DrawActorFace(Main_Data::game_party->GetActors()[i], 0, i * 48 + y); DrawActorName(Main_Data::game_party->GetActors()[i], 48 + 8, i * 48 + 2 + y); DrawActorLevel(Main_Data::game_party->GetActors()[i], 48 + 8, i * 48 + 2 + 16 + y); DrawActorState(Main_Data::game_party->GetActors()[i], 48 + 8, i * 48 + 2 + 16 + 16 + y); int x_offset = 48 + 8 + 42 + (Player::IsRPG2k() ? 16 : 0); DrawActorHp(Main_Data::game_party->GetActors()[i], x_offset, i * 48 + 2 + 16 + y); DrawActorSp(Main_Data::game_party->GetActors()[i], x_offset, i * 48 + 2 + 16 + 16 + y); y += 10; } }
void Window_BattleStatus::Refresh() { contents->Clear(); if (enemy) { item_max = Main_Data::game_enemyparty->GetBattlerCount(); } else { item_max = Main_Data::game_party->GetBattlerCount(); } item_max = std::min(item_max, 4); for (int i = 0; i < item_max; i++) { Game_Battler* actor; if (enemy) { actor = &(*Main_Data::game_enemyparty)[i]; } else { actor = &(*Main_Data::game_party)[i]; } if (!enemy && Data::battlecommands.battle_type == RPG::BattleCommands::BattleType_gauge) { FileRequestAsync* request = AsyncHandler::RequestFile("System2", Data::system.system2_name); if (!request->IsReady()) { request_id = request->Bind(&Window_BattleStatus::OnSystem2Ready, this); request->Start(); break; } else { DrawActorFace(static_cast<Game_Actor*>(actor), 80 * i, 24); } } else { int y = 2 + i * 16; DrawActorName(actor, 4, y); DrawActorState(actor, 84, y); DrawActorHp(actor, 126, y, true); DrawActorSp(actor, 198, y, false); } } RefreshGauge(); }
void Window_ActorTarget::Refresh() { contents->Clear(); DisplayUi->SetBackcolor(Cache::system_info.bg_color); item_max = Game_Party::GetActors().size(); int y = 0; for (int i = 0; i < item_max; ++i) { DrawActorFace(Game_Party::GetActors()[i], 0, i * 48 + y); DrawActorName(Game_Party::GetActors()[i], 48 + 8, i * 48 + 2 + y); DrawActorLevel(Game_Party::GetActors()[i], 48 + 8, i * 48 + 2 + 16 + y); DrawActorState(Game_Party::GetActors()[i], 48 + 8, i * 48 + 2 + 16 + 16 + y); DrawActorHp(Game_Party::GetActors()[i], 48 + 8 + 58, i * 48 + 2 + 16 + y); DrawActorSp(Game_Party::GetActors()[i], 48 + 8 + 58, i * 48 + 2 + 16 + 16 + y); y += 10; } }