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hub / github.com/EasyRPG/Player / Window_Message

Method Window_Message

src/window_message.cpp:91–126  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

89#endif
90
91Window_Message::Window_Message(int ix, int iy, int iwidth, int iheight) :
92 Window_Selectable(ix, iy, iwidth, iheight),
93 number_input_window(new Window_NumberInput(0, 0)),
94 gold_window(new Window_Gold(Player::screen_width - Player::menu_offset_x - gold_window_width, Player::menu_offset_y, gold_window_width, gold_window_height)),
95 pending_message(Game_Message::CommandCodeInserter)
96{
97 SetContents(Bitmap::Create(width - 16, height - 16));
98
99 // 2k3 transparent message boxes
100 bool msg_transparent = Player::IsRPG2k3()
101 // if the flag is set ..
102 && (lcf::Data::battlecommands.transparency == lcf::rpg::BattleCommands::Transparency_transparent)
103 // if we're not in battle, or if we are in battle but not using mode A
104 && (!Game_Battle::IsBattleRunning() || lcf::Data::battlecommands.battle_type != lcf::rpg::BattleCommands::BattleType_traditional)
105 // RPG_RT < 1.11 bug, map messages were not transparent if the battle type was mode A.
106 && (Player::IsRPG2k3E() || lcf::Data::battlecommands.battle_type != lcf::rpg::BattleCommands::BattleType_traditional);
107 if (msg_transparent) {
108 SetBackOpacity(160);
109 }
110 gold_window->SetBackOpacity(GetBackOpacity());
111
112 SetVisible(false);
113 // Above other windows
114 SetZ(Priority_Window + 100);
115
116 active = true;
117 SetIndex(-1);
118 text_color = Font::ColorDefault;
119
120 number_input_window->SetVisible(false);
121
122 gold_window->SetVisible(false);
123
124 Main_Data::game_system->ClearMessageFace();
125 Game_Message::SetWindow(this);
126}
127
128Window_Message::~Window_Message() {
129 if (Game_Message::GetWindow() == this) {

Callers

nothing calls this directly

Calls 3

SetBackOpacityMethod · 0.80
ClearMessageFaceMethod · 0.80
SetVisibleMethod · 0.45

Tested by

no test coverage detected