じ☆ve冰风 发表于 2024-4-18 19:26:53

鼠标插件

图片:
$敌人选框扩大 = 20
$角色选框扩大 = 30

#==============================================================================
# API调用
#==============================================================================
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
$GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
$ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
$GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
$Window_HWND = $GetActiveWindow.call
$GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
#$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
#$HookStart= Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
#$HookEnd= Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
#$GetMouseStatus= Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
#$Window_HWND = $FindWindow.call(nil, 'mousetry')

module Mouse
LEFT = 0x01
RIGHT = 0x02

def self.init(sprite = nil)
#   $HookStart.call($Window_HWND)
    $ShowCursor.call(0)

    @show_cursor = false

    @mouse_sprite = Sprite.new
    @mouse_sprite.z = 99999
    @mouse_sprite.bitmap = Bitmap.new('Graphics/Mouse/Mouse.png')
    #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))

    @left_press = false
    @right_press = false
    @left_trigger = false
    @right_trigger = false
    @left_repeat = false
    @right_repeat = false
    @click_lock = false

    update
end
def self.exit
    @mouse_sprite.bitmap.dispose
    @mouse_sprite.dispose
    @show_cursor = true
#    $HookEnd.call
    $ShowCursor.call(1)
end
def self.mouse_debug
    return @mouse_debug.bitmap
end
def self.update
    left_down = $GetKeyState.call(0x01)
    right_down = $GetKeyState.call(0x02)

    @click_lock = false
    mouse_x, mouse_y = self.get_mouse_pos
    if @mouse_sprite != nil
      @mouse_sprite.x = mouse_x
      @mouse_sprite.y = mouse_y
    end
    if left_down == 1
      @left_repeat = (not @left_repeat)
      @left_trigger = (not @left_press)
      @left_press = true
    else
      @left_press = false
      @left_trigger = false
      @left_repeat = false
    end
    if right_down == 1
      @right_repeat = (not @right_repeat)
      @right_trigger = (not @right_press)
      @right_press = true
    else
      @right_press = false
      @right_trigger = false
      @right_repeat = false
    end
end
def self.get_mouse_pos
    point_var = .pack('ll')
    if $GetCursorPos.call(point_var) != 0
      if $ScreenToClient.call($Window_HWND, point_var) != 0
      x, y = point_var.unpack('ll')
      if (x < 0) or (x > 10000) then x = 0 end
      if (y < 0) or (y > 10000) then y = 0 end
      if x > 640 then x = 640 end
      if y > 480 then y = 480 end
      return x, y
      else
      return 0, 0
      end
    else
      return 0, 0
    end
end
def self.press?(mouse_code)
    if mouse_code == LEFT
      if @click_lock
      return false
      else
      return @left_press
      end
    elsif mouse_code == RIGHT
      return @right_press
    else
      return false
    end
end
def self.trigger?(mouse_code)
    if mouse_code == LEFT
      if @click_lock
      return false
      else
      return @left_trigger
      end
    elsif mouse_code == RIGHT
      return @right_trigger
    else
      return false
    end
end
def self.repeat?(mouse_code)
    if mouse_code == LEFT
      if @click_lock
      return false
      else
      return @left_repeat
      end
    elsif mouse_code == RIGHT
      return @right_repeat
    else
      return false
    end
end
def self.click_lock?
    return @click_lock
end
def self.click_lock
    @click_lock = true
end
def self.click_unlock
    @click_lock = false
end
end
module Input
if @self_update == nil
    @self_update = method('update')
    @self_press = method('press?')
    @self_trigger = method('trigger?')
    @self_repeat = method('repeat?')
end
def self.update
    @self_update.call
    Mouse.update
end
def self.press?(key_code)
    if @self_press.call(key_code)
      return true
    end
    if key_code == C
      return Mouse.press?(Mouse::LEFT)
    elsif key_code == B
      return Mouse.press?(Mouse::RIGHT)
    else
      return @self_press.call(key_code)
    end
end
def self.trigger?(key_code)
    if @self_trigger.call(key_code)
      return true
    end
    if key_code == C
      return Mouse.trigger?(Mouse::LEFT)
    elsif key_code == B
      return Mouse.trigger?(Mouse::RIGHT)
    else
      return @self_trigger.call(key_code)
    end
end
def self.repeat?(key_code)
    if @self_repeat.call(key_code)
      return true
    end
    if key_code == C
      return Mouse.repeat?(Mouse::LEFT)
    elsif key_code == B
      return Mouse.repeat?(Mouse::RIGHT)
    else
      return @self_repeat.call(key_code)
    end
end
end

class Window_Selectable
if @self_alias == nil
    alias self_update update
    @self_alias = true
end
def update
    #self.cursor_rect.empty
    self_update
    if self.active and @item_max > 0
      index_var = @index
      tp_index = @index
      mouse_x, mouse_y = Mouse.get_mouse_pos
      mouse_not_in_rect = true
      for i in 0...@item_max
      @index = i
      update_cursor
      top_x = self.cursor_rect.x + self.x + 16
      top_y = self.cursor_rect.y + self.y + 16
      bottom_x = top_x + self.cursor_rect.width
      bottom_y = top_y + self.cursor_rect.height

          top_x += self.x_mod
          top_y += self.y_mod
          bottom_x += self.x_mod
          bottom_y += self.y_mod

      if (mouse_x > top_x) and (mouse_y > top_y) and
         (mouse_x < bottom_x) and (mouse_y < bottom_y)
          mouse_not_in_rect = false
          if tp_index != @index
            tp_index = @index
            $data_system.sounds.play
          end
          break
      end
      end
    if Input.trigger?(Input::F9)
    p top_x,top_y,Mouse.get_mouse_pos
    end
      if mouse_not_in_rect
      @index = index_var
      update_cursor
      Mouse.click_lock
      else
      Mouse.click_unlock               
      end
    end
end
end




class Window_NameInput
if @self_alias == nil
    alias self_update update
    @self_alias = true
end
def update
    #self.cursor_rect.empty
    self_update
    if self.active
      index_var = @index
      mouse_x, mouse_y = Mouse.get_mouse_pos
      mouse_not_in_rect = true
      for i in (0...HIRAGANA.size).to_a.push(180)
      @index = i
      update_cursor
      top_x = self.cursor_rect.x + self.x + 16
      top_y = self.cursor_rect.y + self.y + 16
      bottom_x = top_x + self.cursor_rect.width
      bottom_y = top_y + self.cursor_rect.height
      #
      if (mouse_x > top_x) and (mouse_y > top_y) and
         (mouse_x < bottom_x) and (mouse_y < bottom_y)
          mouse_not_in_rect = false
          break
      end
      end
      if mouse_not_in_rect
      @index = index_var
      update_cursor
      Mouse.click_lock
      else
      Mouse.click_unlock
      end
    end
end
end
=begin

class Window_InputNumber
if @self_alias == nil
    alias self_update update
    @self_alias = true
end
def update
    #self.cursor_rect.empty
    self_update
    mouse_x, mouse_y = Mouse.get_mouse_pos
    if self.active and @digits_max > 0
      index_var = @index
      mouse_not_in_rect = true
      for i in 0...@digits_max
      @index = i
      #update_cursor
      top_x = self.cursor_rect.x + self.x + 16
      bottom_x = top_x + self.cursor_rect.width
      #
      if (mouse_x > top_x) and (mouse_x < bottom_x)
          mouse_not_in_rect = false
          break
      end
      end
      if mouse_not_in_rect
      @index = index_var
      #update_cursor
      Mouse.click_lock
      else
      Mouse.click_unlock
      end
    end
    if @last_mouse_y == nil
      @last_mouse_y = mouse_y
    end
    check_pos = (@last_mouse_y - mouse_y).abs
    if check_pos > 10
      #$game_system.se_play($data_system.cursor_se)
      place = 10 ** (@digits_max - 1 - @index)
      n = @Number / place % 10
      @number -= n * place
      n = (n + 1) % 10 if mouse_y < @last_mouse_y
      n = (n + 9) % 10 if mouse_y > @last_mouse_y
      @number += n * place
      refresh
      @last_mouse_y = mouse_y
    end
end
end
=end

class Scene_File
if @self_alias == nil
    alias self_update update
    @self_alias = true
end
def update
    mouse_x, mouse_y = Mouse.get_mouse_pos
    Mouse.click_lock
    idx = 0
    for i in @savefile_windows
      top_x = i.x + 16
      top_y = i.y + 16
      bottom_x = top_x + i.width
      bottom_y = top_y + i.height
      if (mouse_x > top_x) and (mouse_y > top_y) and
         (mouse_x < bottom_x) and (mouse_y < bottom_y)
      i.selected = true
      if @file_index != idx
          @file_index = idx
          $data_system.sounds.play
      end            
      Mouse.click_unlock
      else
      i.selected = false
      end
      idx += 1
    end
    self_update
end
end

class Game_Player
if @self_alias == nil
    alias self_update update
    @self_alias = true
end
def update
    mouse_x, mouse_y = Mouse.get_mouse_pos
    if @last_move_x == nil
      @last_move_x = false
    end
    if $game_switches
   if Mouse.press?(Mouse::LEFT)
       for event in $game_map.events.values
         if event.screen_x/32 == mouse_x/32 and event.screen_y/32-1 == mouse_y/32
         event.start
         end
       end
   end
   self_update
   return
   end
    if Mouse.press?(Mouse::LEFT)
   #for event in $game_map.events.values
   #if event.screen_x/32 == mouse_x/32 and event.screen_y/32-1 == mouse_y/32
   #event.start
   #end
   #end
      last_moving = moving?
      last_direction = @direction
    #return unless movable?
    #return if $game_map.interpreter.running?
      unless moving? or $game_map.interpreter.running?
      last_x = @x
      if @last_move_x
          @last_move_x = false
      elsif mouse_x > screen_x + 16
          move_right
      elsif mouse_x < screen_x - 16
          move_left
      end
      last_y = @y
      if last_x != @x
          @last_move_x = true
      elsif mouse_y > screen_y
          move_down
      elsif mouse_y < screen_y - 32
          move_up
      end
=begin      
      if last_y != @y
          @last_move_x = false
      elsif not @last_move_x
          case last_direction
          when 2
            turn_down
          when 4
            turn_left
          when 6
            turn_right
          when 8
            turn_up
          end      
      end
=end         
      end
    end
    self_update
end
end
Mouse.init
END { Mouse.exit }


class Window_Base < Window
attr_accessor :x_mod
attr_accessor :y_mod
alias ka_initialize initialize
def initialize(x, y, width, height)
    ka_initialize(x, y, width, height)
    self.x_mod = 0
    self.y_mod = 0
end
end
class Window_PartyCommand < Window_Command
alias ka1_initialize initialize
def initialize
    ka1_initialize
    self.y_mod = 288
end
end
class Window_ActorCommand < Window_Command
alias ka2_initialize initialize
def initialize
    ka2_initialize
    self.x_mod = -128
    self.y_mod = 288
end
end


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