Example #1
0
 /// <summary>
 /// Make gold window
 /// </summary>
 void MakeGoldWindow()
 {
     if (goldWindow == null)
     {
         goldWindow   = new WindowGold();
         goldWindow.X = GeexEdit.GameWindowWidth - goldWindow.Width;
         if (InGame.Temp.IsInBattle)
         {
             goldWindow.Y = GameOptions.MessageGoldInBattleY;
         }
         else
         {
             goldWindow.Y = this.Y + this.Height + GameOptions.MessageGold.Height > GeexEdit.GameWindowHeight ? 32 : GeexEdit.GameWindowHeight - GameOptions.MessageGold.Height;
         }
         goldWindow.Opacity     = this.Opacity;
         goldWindow.BackOpacity = this.BackOpacity;
     }
 }
Example #2
0
 /// <summary>
 /// Terminate Message
 /// </summary>
 void TerminateMessage()
 {
     isMessageEnd = false;
     isOpen       = false;
     InGame.Temp.IsMessageWindowShowing = false;
     this.IsActive  = false;
     this.IsPausing = false;
     this.Index     = -1;
     this.IsVisible = false;
     this.Contents.Clear();
     titleWindow.Contents.Clear();
     titleWindow.IsVisible = false;
     TitleText             = String.Empty;
     // Clear showing flag
     contentsShowing = false;
     // Call message callback
     if (InGame.Temp.MessageProc != null)
     {
         InGame.Temp.MessageProc();
     }
     // Clear variables related to text, choices, and number input
     InGame.Temp.MessageText = null;
     InGame.Temp.MessageProc = null;
     //InGame.Temp.MessageProc = null;
     InGame.Temp.ChoiceStart        = 99;
     InGame.Temp.ChoiceMax          = 0;
     InGame.Temp.ChoiceCancelType   = 0;
     InGame.Temp.ChoiceProc         = null;
     InGame.Temp.NumInputStart      = 99;
     InGame.Temp.NumInputVariableId = 0;
     InGame.Temp.NumInputDigitsMax  = 0;
     // Open gold window
     if (goldWindow != null)
     {
         goldWindow.Dispose();
         goldWindow = null;
     }
     if (faceset != null)
     {
         faceset.Dispose();
     }
 }
Example #3
0
 /// <summary>
 /// Initialize windows
 /// </summary>
 void InitializeWindows()
 {
     // Make help window
     helpWindow = new WindowHelp();
     // Make command window
     commandWindow = new WindowShopCommand();
     // Make gold window
     goldWindow = new WindowGold();
     goldWindow.X = 480 * GeexEdit.GameWindowWidth / 640;
     goldWindow.Y = 64;
     goldWindow.Width = goldWindow.Width * GeexEdit.GameWindowWidth / 640;
     // Make dummy window
     dummyWindow = new WindowBase(0, 128, GeexEdit.GameWindowWidth, GeexEdit.GameWindowHeight - 128);
     // Make buy window
     buyWindow = new WindowShopBuy(InGame.Temp.ShopGoods);
     buyWindow.IsActive = false;
     buyWindow.IsVisible = false;
     buyWindow.HelpWindow = helpWindow;
     // Make sell window
     sellWindow = new WindowShopSell();
     sellWindow.IsActive = false;
     sellWindow.IsVisible = false;
     sellWindow.HelpWindow = helpWindow;
     // Make quantity input window
     numberWindow = new WindowShopNumber();
     numberWindow.IsActive = false;
     numberWindow.IsVisible = false;
     // Make status window
     statusWindow = new WindowShopStatus();
     statusWindow.IsVisible = false;
 }
Example #4
0
        /// <summary>
        /// Initialize window
        /// </summary>
        void InitializeWindow()
        {
            // Make command window
            List<string> Commandlist = new List<string>();
            Commandlist.Add(Data.System.Wordings.Item);
            Commandlist.Add(Data.System.Wordings.Skill);
            Commandlist.Add(Data.System.Wordings.Equip);
            Commandlist.Add("Status");
            Commandlist.Add("Save");
            Commandlist.Add("End Game");
            commandWindow = new WindowCommand(GameOptions.MenuCommandListWidth, Commandlist);
            commandWindow.Index = menuIndex;
            // If number of party members is 0
            if (InGame.Party.Actors.Count == 0)
            {
                // Disable items, skills, equipment, and status
                commandWindow.DisableItem(0);
                commandWindow.DisableItem(1);
                commandWindow.DisableItem(2);
                commandWindow.DisableItem(3);
            }
            // If save is forbidden
            if (InGame.System.IsSaveDisabled)
            {
                // Disable save
                commandWindow.DisableItem(4);
            }
            // Make play time window
            playtimeWindow = new WindowPlayTime();
            // Make steps window
            stepsWindow = new WindowSteps();
            // Make gold window
            goldWindow = new WindowGold();
            // Make status window
            statusWindow = new WindowMenuStatus();

        }
Example #5
0
 /// <summary>
 /// Make gold window
 /// </summary>
 void MakeGoldWindow()
 {
     if (goldWindow == null)
     {
         goldWindow = new WindowGold();
         goldWindow.X = GeexEdit.GameWindowWidth - goldWindow.Width;
         if (InGame.Temp.IsInBattle)
         {
             goldWindow.Y = GameOptions.MessageGoldInBattleY;
         }
         else
         {
             goldWindow.Y = this.Y + this.Height + GameOptions.MessageGold.Height > GeexEdit.GameWindowHeight ? 32 : GeexEdit.GameWindowHeight - GameOptions.MessageGold.Height;
         }
         goldWindow.Opacity = this.Opacity;
         goldWindow.BackOpacity = this.BackOpacity;
     }
 }
Example #6
0
        /// <summary>
        /// Terminate Message
        /// </summary>
        void TerminateMessage()
        {
            isMessageEnd = false;
            isOpen = false;
            InGame.Temp.IsMessageWindowShowing = false;
            this.IsActive = false;
            this.IsPausing = false;
            this.Index = -1;
            this.IsVisible = false;
            this.Contents.Clear();
            titleWindow.Contents.Clear();
            titleWindow.IsVisible = false;
			TitleText = String.Empty;
            // Clear showing flag
            contentsShowing = false;
            // Call message callback
            if (InGame.Temp.MessageProc != null)
            {
                InGame.Temp.MessageProc();
            }
            // Clear variables related to text, choices, and number input
            InGame.Temp.MessageText = null;
            InGame.Temp.MessageProc = null;
            //InGame.Temp.MessageProc = null;
            InGame.Temp.ChoiceStart = 99;
            InGame.Temp.ChoiceMax = 0;
            InGame.Temp.ChoiceCancelType = 0;
            InGame.Temp.ChoiceProc = null;
            InGame.Temp.NumInputStart = 99;
            InGame.Temp.NumInputVariableId = 0;
            InGame.Temp.NumInputDigitsMax = 0;
            // Open gold window
            if (goldWindow != null)
            {
                goldWindow.Dispose();
                goldWindow = null;
            }
            if(faceset != null)
                faceset.Dispose();
        }