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KC_CompositeBitmaps.js
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KC_CompositeBitmaps.js
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/**
* MIT License
*
* Copyright (c) 2022 K. Chavez <kchavez.dev@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* Installation instructions:
* 1. Copy PluginCommonBase and PluginBaseFunction into your project's \js\plugins folder
* a. If you're using the Steam version of MZ, you can find these plugins in
* \steamapps\common\RPG Maker MZ\dlc\BasicResources\plugins\official
* 2. Place this plugin into your project's \js\plugins folder
* 3. Open the Plugin Manager and add and enable PluginCommonBase and PluginBaseFunction
* 4. Add this plugin BELOW PluginCommonBase and enable it
*/
/*:
* @author K. Chavez
* @url https://github.com/kchavezdev/RMMZ-Plugins
* @target MZ
* @base PluginBaseFunction
* @orderafter PluginBaseFunction
*
* @plugindesc [v1.1.1]Combine graphics to create layered bitmaps.
*
* @help
* KC_CompositeBitmaps.js
*
* This plugin allows the developer to dynamically generate new character
* graphics on the fly by layering other pre-existing graphics. A character
* graphic that is made up of other graphics in this way is called a
* composite bitmap for the purposes of this plugin.
*
* Due to the way RPG Maker MZ loads images for the file select and how I wrote
* this plugin, party members who use composite bitmaps will have strange
* behavior on the file save and load screen, so one of the parameters of this
* plugin relates to whether to try and mitigate these oddities. Enabling this
* parameter works out of the box with the vanilla save screen, but any custom
* save screens will likely need patches to properly display this plugin.
*
* The other parameters of this plugin allow the developer to set up composite
* bitmaps that are created upon a new game save file being launched. This is
* used in the demo to set up the main character's sprites.
*
* Composite bitmaps are constructed via the plugin commands and are saved with
* each game file. Since the only things saved are lists of file names, the
* overall save file size increase should be minor.
*
* Layers are drawn from the bottom (last entry) in the array to the topmost
* (first) layer.
*
* For Faces and Side view actors, the proxy image is discarded in its
* entirety, and you cannot use the proxy as a layer.
*
* For character proxies, each character set is not replaced until it has at
* least one layer. So, for example, if you have a sheet with characters in
* indexes 1 and 2 and use the "Add Character Layers" for index 1 of that
* image, then the character at index 1 will have their image replaced and the
* character at index 2 will be unaffected until layers are put at that index.
*
* This plugin also allows \v[x] where x is a variable ID in the plugin command
* arguments, and the plugin will use the value in the game variable with ID x
* as the argument. So, \v[1] will use the value stored in game variable 1 for
* example.
*
* The plugin commands are as follows:
*
* Commands:
* Add Face Layers
* | Replaces a face file with a composite bitmap or adds new
* | layers onto an existing composite bitmap
* Remove all Face Layers
* | Restore original face file
* Add Top View Character Layers
* | Replaces the character at a particular index in a TV character
* | file with a character built on a composite bitmap or adds onto
* | an existing composite bitmap
* Remove All TV Character Layers
* | Restore top view character at an index to default appearance
* Add SV Character Layers
* | Replace a side view actor image with a composite bitmap or add
* | onto an existing composite bitmap
* Remove all SV Layers
* | Restore original side view actor image
* Add Picture Layers
* | Replace a picture with a composite bitmap or add onto an
* | existing composite bitmap
* Remove all Picture Layers
* | Restore original picture image
* Save Graphic
* | Dump images (face/character/actor battler) to local computer storage
* | Also dumps current composite bitmap if proxy filename is used
*
* Compatability Notes:
* - This plugin should be placed UNDER VisuMZ_0_CoreEngine in the plugin
* manager
*
* Changelog:
* v1.0.0 - 2022/08/08
* - Initial release
* v1.1.0 - 2022/08/13
* - Added ability to clear layers with a new parameter in all add layer
* plugin commands
* - Fixed picture composite bitmap plugin parameters
* - Updated help section to explicitly state variables are supported
* v1.1.1 - 2023/04/19
* - Mostly an internal code refactor
* - Fixed a conflict with VisuMZ_0_CoreEngine that caused cached bitmaps
* to disappear
* - Internal cache is now cleared if ImageManager.clear is called
*
* @param fixSaveScreen
* @text Modify Save Screen
* @desc Aliases and overwrites some functions to make composite bitmaps appear when saving and loading.
* @type boolean
* @default false
*
* @param presetCompositesParent
* @text New Game Presets
*
* @param presetCompFaces
* @text Preset Face Composites
* @desc These composite faces are set up when a new game is started.
* @parent presetCompositesParent
* @type struct<CompositeFaceStruct>[]
* @default []
*
* @param presetCompTv
* @text Preset TV Composites
* @desc These composite top view characters are set up when a new game is started.
* @parent presetCompositesParent
* @type struct<CompositeTvStruct>[]
* @default []
*
* @param presetCompSv
* @text Preset SV Composites
* @desc These composite side view characters are set up when a new game is started.
* @parent presetCompositesParent
* @type struct<CompositeSvStruct>[]
* @default []
*
* @param presetCompPics
* @text Preset Picture Composites
* @desc These composite pictures are set up when a new game is started.
* @parent presetCompositesParent
* @type struct<CompositePictureStruct>[]
* @default []
*
* @command addFaceLayers
* @text Add Face Layers
* @desc Add face layers.
*
* @arg destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this face is drawn, the layers will be drawn instead.
* @dir img/faces/
*
* @arg layerInfos
* @text Layer Images
* @type struct<FaceLayerInfo>[]
* @desc Specify the face file these new layers will draw from.
* @default []
*
* @arg shouldClearLayers
* @text Clear Old Layers
* @type boolean
* @desc Remove previous layers before adding these new ones.
* @default false
*
* @command removeFaceLayers
* @text Remove All Face Layers
* @desc Remove every layer associated with this face and allow the face to be drawn normally.
*
* @arg destination
* @text Proxy File
* @type file
* @desc The placeholder face name we will remove all layers from.
* @dir img/faces/
*
* @command addTvLayers
* @text Add TV Character Layers
* @desc Add a new top view character image on top of the current one.
*
* @arg destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this character is drawn, the layers will be drawn instead.
* @dir img/characters/
*
* @arg destinationIndex
* @text Proxy Index
* @type text
* @desc Specify index of the character sprites we will replace with layers. Ignored for big characters.
* @default 0
*
* @arg layerInfos
* @text Layer Images
* @desc Combine these character graphics. First image is the top layer.
* @type struct<CharLayerInfo>[]
* @default []
*
* @arg shouldClearLayers
* @text Clear Old Layers
* @type boolean
* @desc Remove previous layers before adding these new ones.
* @default false
*
* @command removeTvLayers
* @text Remove All TV Character Layers
* @desc Remove every layer associated with this top view character and allow the character to be drawn normally.
*
* @arg destination
* @text Proxy File
* @type file
* @desc The placeholder character file name we will remove all layers from.
* @dir img/characters/
*
* @arg destinationIndex
* @text Proxy Index
* @type text
* @desc Specify the index of the character sprites we will clear layers from.
* @default 0
*
* @command addSvLayers
* @text Add SV Character Layers
* @desc Add new SV images on top of the selected one.
*
* @arg destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this SV character is drawn, the layers will be drawn instead.
* @dir img/sv_actors/
*
* @arg layers
* @text Layer Images
* @type file[]
* @desc The SV actor images that will be combined. First element is the top layer.
* @dir img/sv_actors/
* @default []
*
* @arg shouldClearLayers
* @text Clear Old Layers
* @type boolean
* @desc Remove previous layers before adding these new ones.
* @default false
*
* @command removeSvLayers
* @text Remove All SV Layers
* @desc Remove every layer associated with this battler and allow the character to be drawn normally.
*
* @arg destination
* @text Proxy File
* @type file
* @desc The placeholder battler file name we will remove all layers from.
* @dir img/sv_actors/
*
* @command addPictureLayers
* @text Add Picture Layers
* @desc Add new picture layers on top of the selected one.
*
* @arg destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this picture is drawn, the layers will be drawn instead.
* @dir img/pictures/
*
* @arg layers
* @text Layer Images
* @type file[]
* @desc The pictures that will be combined. First element is the top layer.
* @dir img/pictures/
* @default []
*
* @arg shouldClearLayers
* @text Clear Old Layers
* @type boolean
* @desc Remove previous layers before adding these new ones.
* @default false
*
* @command removePictureLayers
* @text Remove All Picture Layers
* @desc Remove every layer associated with this picture and allow the picture to be drawn normally.
*
* @arg destination
* @text Proxy File
* @type file
* @desc The placeholder picture name we will remove all layers from.
* @dir img/pictures/
*
* @command dumpGraphic
* @text Save Graphic (PC/DEBUG)
* @desc Save a graphic to disk as a png.
* Useful for seeing composite bitmaps in full.
*
* @arg path
* @text Folder Path
* @desc This folder is where the graphics will be saved.
* @type string
* @default ./dumped_graphics/
*
* @arg faces
* @text Face Bitmaps
* @desc List of face files to dump.
* @type file[]
* @dir img/faces/
*
* @arg chars
* @text Character Bitmaps
* @desc List of character files to dump.
* @type file[]
* @dir img/characters/
*
* @arg svActors
* @text SV Actor Bitmaps
* @desc List of side view actor files to dump.
* @type file[]
* @dir img/sv_actors/
*
* @arg pictures
* @text Picture Bitmaps
* @desc List of picture files to dump.
* @type file[]
* @dir img/pictures/
*
*/
/*~struct~CharLayerInfo:
*
* @param source
* @text Source Image
* @desc Choose the image you want to add as a new layer.
* @type file
* @dir img/characters/
*
* @param sourceIndex
* @text Index
* @desc Choose which index will be used as the layer.
* This parameter is ignored for big characters.
* @type text
* @default 0
*
*/
/*~struct~FaceLayerInfo:
*
* @param source
* @text Source Image
* @desc Choose the image you want to add as a new layer.
* @type file
* @dir img/faces/
*
* @param sourceIndex
* @text Index
* @desc If an index > -1 is specified, the face image at that index will be copied to every slot in the composite image.
* @type text
* @default -1
*/
/*~struct~CompositeFaceStruct:
* @param destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this face is drawn, the layers will be drawn instead.
* @dir img/faces/
*
* @param layerInfos
* @text Layer Images
* @type struct<FaceLayerInfo>[]
* @desc Specify the face file these new layers will draw from.
* @default []
*/
/*~struct~CompositeTvStruct:
* @param destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this character is drawn, the layers will be drawn instead.
* @dir img/characters/
*
* @param destinationIndex
* @text Proxy Index
* @type text
* @desc Specify index of the character sprites we will replace with layers. Ignored for big characters.
* @default 0
*
* @param layerInfos
* @text Layer Images
* @desc Combine these character graphics. First image is the top layer.
* @type struct<CharLayerInfo>[]
* @default []
*/
/*~struct~CompositeSvStruct:
* @param destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this SV character is drawn, the layers will be drawn instead.
* @dir img/sv_actors/
*
* @param layers
* @text Layer Images
* @type file[]
* @desc The SV actor images that will be combined. First element is the top layer.
* @dir img/sv_actors/
* @default []
*/
/*~struct~CompositePictureStruct:
* @param destination
* @text Proxy File
* @type file
* @desc Specify the placeholder file name. Any time this picture is drawn, the layers will be drawn instead.
* @dir img/pictures/
*
* @param layers
* @text Layer Images
* @type file[]
* @desc The pictures that will be combined. First element is the top layer.
* @dir img/pictures/
* @default []
*/
'use strict';
// general namespace for my plugins
var KCDev = KCDev || {};
// this plugin's namespace
KCDev.CompositeBitmaps = {};
KCDev.CompositeBitmaps.useImageCache = true;
KCDev.CompositeBitmaps.faceLayers = {};
KCDev.CompositeBitmaps.tvCharLayers = {};
KCDev.CompositeBitmaps.svCharLayers = {};
KCDev.CompositeBitmaps.picLayers = {};
/**@type {Map<string, {bitmap: KCDev.CompositeBitmaps.Composite_Bitmap, config: string}>} */
KCDev.CompositeBitmaps.cache = new Map();
KCDev.CompositeBitmaps.script = document.currentScript;
KCDev.CompositeBitmaps.fixLoadScreen = PluginManagerEx.createParameter(KCDev.CompositeBitmaps.script).fixSaveScreen;
KCDev.CompositeBitmaps.FACE_PREFIX = 'fc';
KCDev.CompositeBitmaps.TOP_VIEW_PREFIX = 'tv';
KCDev.CompositeBitmaps.SIDE_VIEW_PREFIX = 'sv';
KCDev.CompositeBitmaps.PICTURE_PREFIX = 'pc';
// parent composite class that is the base for all composite bitmaps
KCDev.CompositeBitmaps.Composite_Bitmap = class Composite_Bitmap extends Bitmap {
constructor(layerInfos, ImgManagerLoader = Bitmap.load) {
super();
this._images = [];
layerInfos.forEach(info => {
this._images.push(info.filename);
});
this._ImgManagerLoader = ImgManagerLoader;
this._bitmaps = [];
}
_loadCallback() {
this._numToLoad--;
if (this._numToLoad <= 0) {
this._onLoad();
}
}
// this function is called after all images are done loading
// override me!
_processLoadedImages() { return true; }
_onLoad() {
if (this._images.length > 0) {
this._bitmaps = [];
this._images.forEach(img => {
this._bitmaps.push(this._ImgManagerLoader.call(ImageManager, img))
});
this._loadingState = this._processLoadedImages() ? "loaded" : "loading";
if (this.isReady()) {
// don't need bitmaps anymore so get rid of them
delete this._bitmaps;
}
}
else {
this._loadingState = "none";
}
if (this.isReady()) {
this._callLoadListeners();
};
}
_startLoading() {
this._numToLoad = this._images.length;
this._loadingState = "loading";
this._images.forEach(img => {
const bmp = this._ImgManagerLoader.call(ImageManager, img);
bmp.addLoadListener(this._loadCallback.bind(this));
});
}
// override me too!
static load() {
return new Bitmap();
}
};
// COMPATIBILITY FIX - VisuMZ_0_CoreEngine
// NOTE: I AM UNAFFILIATED WITH THE VisuStella TEAM
// Fix Description:
// disable YanFly sprite bitmap auto-purge on Composite Bitmaps if Core Engine VisuStella MZ is loaded
// last confirmed working with version Core Engine version 1.75 on 2023/04/19
if (!!window.Imported?.VisuMZ_0_CoreEngine) {
KCDev.CompositeBitmaps.Composite_Bitmap.prototype.markCoreEngineModified = function () {};
}
KCDev.CompositeBitmaps.Composite_Face_Bitmap = class Composite_Face_Bitmap extends KCDev.CompositeBitmaps.Composite_Bitmap {
constructor(layerInfos) {
super(layerInfos, ImageManager.loadFace);
this._layerInfos = layerInfos;
this._startLoading();
}
_processLoadedImages() {
const fw = ImageManager.faceWidth;
const fh = ImageManager.faceHeight;
// default face image dimensions
let width = fw * 4;
let height = fh * 2;
/* When layering face images, there are two "modes", and the one used is determined
* by whether the index argument passed in to the plugin command is a valid index.
*
* A valid index is defined as an index greater than or equal to 0.
* An invalid index is defined as an index less than 0.
*
* The first of the two modes is known as "dynamic" and is used when the index is
* invalid. This is the simpler of the two modes. In this mode, the entire face
* image defined in the layer information is copied over the Composite Face Image.
*
* One of the more notable use cases for dynamic mode is for face sets that represent
* an emote set. One could place all of the facial expressions on a dynamic layer and
* build the other layers with the static mode, which will be defined next.
*
* The second mode is known as "static" and is useful for parts you will want to use
* on all slots in the face set. Static mode is used in cases where the index is valid.
* This mode takes the face at the index in the face image defined in the layer info
* and copies it over to all slots in the final face image.
*
* To build on the emote face set example earlier, this can be used for layers containing
* solely parts that do not change from face to face, like hair or clothes.
*/
this._layerInfos.filter(info => info.index < 0).forEach(info => {
const bmp = ImageManager.loadFace(info.filename);
if (width < bmp.width) width = bmp.width;
if (height < bmp.height) height = bmp.height;
});
this.resize(width, height);
this._layerInfos.forEach(info => {
const bmp = this._ImgManagerLoader.call(ImageManager, info.filename);
const index = info.index;
if (index < 0) {
// dynamic mode
this.blt(bmp, 0, 0, bmp.width, bmp.height, 0, 0);
}
else {
// static mode
const numCols = Math.floor(this.width / fw);
const numRows = Math.floor(this.height / fh);
const sw = fw;
const sh = fh;
const sx = Math.floor((index % 4) * fw + (fw - sw) / 2);
const sy = Math.floor(Math.floor(index / 4) * fh + (fh - sh) / 2);
if (sx > bmp.width || sy > bmp.height) {
console.error("COMPOSITE BITMAP FACE ERROR:\nIndex " + index +
" WAS OUT OF RANGE FOR FACE IMAGE " + info.filename +
"!\nSkipping this layer..."
)
return;
}
for (let i = 0; i < numCols; i++) {
for (let j = 0; j < numRows; j++) {
const dx = i * fw;
const dy = j * fh;
this.blt(bmp, sx, sy, sw, sh, dx, dy);
}
}
}
});
return true;
}
static load(layerInfos) {
return new Composite_Face_Bitmap(layerInfos);
}
};
KCDev.CompositeBitmaps.Composite_Character_Bitmap = class Composite_Character_Bitmap extends KCDev.CompositeBitmaps.Composite_Bitmap {
constructor(layerInfos, origName) {
super(layerInfos, ImageManager.loadCharacter);
this._orig = origName;
this._isBig = ImageManager.isBigCharacter(origName);
this._layerInfos = layerInfos;
this._startLoading();
}
_processLoadedImages() {
const /**@type {Bitmap} */ origBmp = KCDev.CompositeBitmaps.ImageManager_loadCharacter.call(ImageManager, this._orig);
// original bitmap isn't ready for some reason?
// go load it and come back...
if (!origBmp.isReady()) {
this._numToLoad++;
origBmp.addLoadListener(this._onLoad.bind(this));
return false;
}
this._smooth = origBmp._smooth;
this._updateScaleMode();
this.resize(origBmp.width, origBmp.height);
this.blt(origBmp, 0, 0, origBmp.width, origBmp.height, 0, 0);
const dw = (this._isBig) ? this.width : Math.floor(this.width / 4);
const dh = (this._isBig) ? this.height : Math.floor(this.height / 2);
const firstLayerSet = {};
this._layerInfos.forEach(info => {
const src = this._ImgManagerLoader.call(ImageManager, info.filename);
const si = info.sIndex;
const di = info.dIndex;
const sw = (info._isBig) ? src.width : Math.floor(src.width / 4);
const sh = (info._isBig) ? src.height : Math.floor(src.height / 2);
if (sw > dw || sh > dh) {
console.error("Source bitmap " + info.filename + " was too large to be copied to destination bitmap!\nSkipping...");
return;
}
const sx = Math.floor((si % 4) * sw);
const sy = Math.floor(si / 4) * sh;
const dx = Math.floor((di % 4) * dw);
const dy = Math.floor(di / 4) * dh;
// clears the area if this is the first layer
if (!firstLayerSet[di]) {
this.clearRect(dx, dy, dw, dh);
firstLayerSet[di] = true;
}
this.blt(src, sx, sy, sw, sh, dx, dy, dw, dh);
});
return true;
}
static load(layerInfos, origName) {
return new Composite_Character_Bitmap(layerInfos, origName);
}
};
KCDev.CompositeBitmaps.Composite_SV_Bitmap = class Composite_SV_Bitmap extends KCDev.CompositeBitmaps.Composite_Bitmap {
constructor(layerInfos) {
super(layerInfos, ImageManager.loadSvActor);
this._startLoading();
}
_processLoadedImages() {
const /**@type {Bitmap[]} */ bitmaps = this._bitmaps;
this.resize(bitmaps[0].width, bitmaps[0].height);
bitmaps.forEach(bmp => {
this.blt(bmp, 0, 0, bmp.width, bmp.height, 0, 0);
});
return true;
}
static load(images) {
return new Composite_SV_Bitmap(images);
}
};
KCDev.CompositeBitmaps.Composite_Picture_Bitmap = class Composite_Picture_Bitmap extends KCDev.CompositeBitmaps.Composite_Bitmap {
constructor(layerInfos) {
super(layerInfos, ImageManager.loadPicture);
this._startLoading();
}
_processLoadedImages() {
/**
* @type {Bitmap[]}
*/
const bitmaps = this._bitmaps;
this.resize(bitmaps[0].width, bitmaps[0].height);
bitmaps.forEach(bmp => {
this.blt(bmp, 0, 0, bmp.width, bmp.height, 0, 0);
});
return true;
}
static load(images) {
return new Composite_Picture_Bitmap(images);
}
};
/**
*
* @param {string} filename
* @param {Object} layerInfos
* @param {string} prefix
* @param {() => void} compositeLoadFunc
* @returns {Bitmap}
*/
KCDev.CompositeBitmaps.setupComposite = function (filename, layerInfos, prefix, compositeLoadFunc) {
const config = JsonEx.stringify(layerInfos);
filename = prefix + filename;
const cache = KCDev.CompositeBitmaps.cache;
if (cache.has(filename)) {
const cached = cache.get(filename);
// check if the config has changed since last check
if (cached.config === config) {
return cached.bitmap;
}
else {
// layers have changed
// so remove this entry from the cache and continue
cache.delete(filename);
}
}
const compBmp = compositeLoadFunc(layerInfos);
if (KCDev.CompositeBitmaps.useImageCache) {
cache.set(filename, { bitmap: compBmp, config: config });
}
return compBmp;
};
/**
* Removes composite bitmaps from the cache if one of their layers is the composite bitmap with the name layerName
* @param { string } layerName The name of the layer that will be invalidated.
* @param { string } prefix The prefix of this layer type in the cache.
* @returns { void }
*/
KCDev.CompositeBitmaps.invalidateCachedComposites = function (layerName, prefix) {
const /**@type {Map<any,string>} */ cache = KCDev.CompositeBitmaps.cache;
for (const pair of cache.entries()) {
if (pair[0].startsWith(prefix)) {
const cached = pair[1];
if (cached.bitmap._images.includes(layerName)) {
cached.bitmap.destroy();
cache.delete(pair[0]);
}
}
}
};
/**
* Returns true if adding the layer filename does not exist in layerInfos.
* @param { string } filename Name of the graphic that we are checking for circular references of
* @param { { filename: string, ... }[] } layerInfos Object that contains layerInfos objects that might contain circular refs.
* @param { {}[] } layerInfosDict This is the object that associates filenames to layerInfos arrays.
* @returns { boolean }
*/
KCDev.CompositeBitmaps.isNotCircularRef = function isNotCircularRef(filename, layerInfos, layerInfosDict) {
if (!layerInfos) return true;
let result = true;
for (let i = 0; i < layerInfos.length && result; i++) {
const layerFile = layerInfos[i].filename;
result = result &&
filename !== layerFile &&
isNotCircularRef(filename, layerInfosDict[layerFile], layerInfosDict);
}
return result;
};
/**
* A simple logging function called when the developer creates a circular reference.
* @param { string } source Image that we were trying to add as a new layer.
* @param { string } destination Name of the composite bitmap we tried to add source to.
* @returns { void }
*/
KCDev.CompositeBitmaps.logCircularRef = function () {
console.error("Detected circular reference when trying to add " + source + " to " + destination + "!\nIgnoring layer...");
};
/**
* Adds a face layer source to a destination composite bitmap.
* @param {string} source Image we are trying to add as a new layer.
* @param {string} destination File name of the composite bitmap.
* @param {number} sourceIndex Index of the face file in the source bitmap we want to copy to the destination bitmap.
*/
KCDev.CompositeBitmaps.addFaceLayer = function (source, destination, sourceIndex) {
KCDev.CompositeBitmaps.faceLayers[destination] = KCDev.CompositeBitmaps.faceLayers[destination] || [];
if (KCDev.CompositeBitmaps.isNotCircularRef(destination, KCDev.CompositeBitmaps.faceLayers[destination], KCDev.CompositeBitmaps.faceLayers)) {
KCDev.CompositeBitmaps.faceLayers[destination].push({ filename: source, index: sourceIndex });
KCDev.CompositeBitmaps.invalidateCachedComposites(destination, KCDev.CompositeBitmaps.FACE_PREFIX);
if ($gameParty.inBattle()) {
$gameTemp.requestBattleRefresh();
}
}
else {
KCDev.CompositeBitmaps.logCircularRef(source, destination);
}
};
KCDev.CompositeBitmaps.addFaceLayers = function (args) {
if (args.shouldClearLayers) {
KCDev.CompositeBitmaps.removeFaceLayers.apply(this, arguments);
}
const layerInfos = args.layerInfos;
if (Array.isArray(layerInfos)) {
while (layerInfos.length > 0) {
const info = layerInfos.pop();
KCDev.CompositeBitmaps.addFaceLayer(info.source, args.destination, info.sourceIndex);
}
}
};
/**
* @param {string} faceName Face file name to be removed
*/
KCDev.CompositeBitmaps.removeFaceLayers = function (args) {
const faceName = args.destination;
delete KCDev.CompositeBitmaps.faceLayers[faceName];
KCDev.CompositeBitmaps.invalidateCachedComposites(faceName, KCDev.CompositeBitmaps.FACE_PREFIX);
if ($gameParty.inBattle()) {
$gameTemp.requestBattleRefresh();
}
};
/**
* Refreshes the sprites of all characters using composite bitmaps on the map.
*/
KCDev.CompositeBitmaps.refreshMapCompositeChars = function () {
if (SceneManager.isCurrentScene(Scene_Map)) {
const /**@type {Sprite_Character[]} */ mapSprites = SceneManager._scene._spriteset._characterSprites;
mapSprites.filter(sprite => KCDev.CompositeBitmaps.tvCharLayers[sprite._characterName]).forEach(
sprite => { sprite._characterName = ""; sprite.updateBitmap(); }
);
}
};
/**
* Draws character sprites from a source bitmap to the top of a destination bitmap.
* @param {string} source File the character graphics will be copied from
* @param {string} destination Composite bitmap the source will be copied over
* @param {number} sourceIndex Index of the graphics that will be copied form source. Ignored if source is a big character.
* @param {number} destinationIndex Index that the source graphics will by copied onto in the destination. Ignored if destination is a big character.
*/
KCDev.CompositeBitmaps.addTvLayer = function (source, destination, sourceIndex, destinationIndex) {
KCDev.CompositeBitmaps.tvCharLayers[destination] = KCDev.CompositeBitmaps.tvCharLayers[destination] || [];
if (KCDev.CompositeBitmaps.isNotCircularRef(destination, KCDev.CompositeBitmaps.tvCharLayers[destination], KCDev.CompositeBitmaps.tvCharLayers)) {
KCDev.CompositeBitmaps.tvCharLayers[destination].push({
filename: source,
sIndex: sourceIndex,
dIndex: destinationIndex,
_isBig: ImageManager.isBigCharacter(source)
});
KCDev.CompositeBitmaps.invalidateCachedComposites(destination, KCDev.CompositeBitmaps.TOP_VIEW_PREFIX);
}
else {
KCDev.CompositeBitmaps.logCircularRef(source, destination);
}
};
KCDev.CompositeBitmaps.addTvLayers = function (args) {
if (args.shouldClearLayers) {
KCDev.CompositeBitmaps.removeTvLayers.apply(this, arguments);
}
const layerInfos = args.layerInfos;
const dest = args.destination;
const destination_index = (ImageManager.isBigCharacter(dest)) ? 0 : args.destinationIndex;
if (Array.isArray(layerInfos)) {
while (layerInfos.length > 0) {
const layerInfo = layerInfos.pop();
const source_index = (ImageManager.isBigCharacter(layerInfo.source)) ? 0 : layerInfo.sourceIndex;
KCDev.CompositeBitmaps.addTvLayer(layerInfo.source, dest, source_index, destination_index);
}
KCDev.CompositeBitmaps.refreshMapCompositeChars();
}
};
KCDev.CompositeBitmaps.removeTvLayers = function (args) {
const key = args.destination;
const chArr = KCDev.CompositeBitmaps.tvCharLayers[key];
if (Array.isArray(chArr)) {
const index = args.destinationIndex;
if (index >= 0) {
KCDev.CompositeBitmaps.tvCharLayers[key] = chArr.filter(info => info.dIndex !== index);
if (KCDev.CompositeBitmaps.tvCharLayers[key].length < 1) {
delete KCDev.CompositeBitmaps.tvCharLayers[key];
}
}
else {
delete KCDev.CompositeBitmaps.tvCharLayers[key];
}
KCDev.CompositeBitmaps.invalidateCachedComposites(key, KCDev.CompositeBitmaps.TOP_VIEW_PREFIX);
KCDev.CompositeBitmaps.refreshMapCompositeChars();
}
};
/**
* Refresh all side view battlers using composite bitmaps.
*/
KCDev.CompositeBitmaps.refreshSVBattlers = function () {
if ($gameParty.inBattle()) {
BattleManager._spriteset.battlerSprites().forEach(sprite => {
// only actor SV sprites should have a setupWeaponAnimation function
if (sprite.setupWeaponAnimation && KCDev.CompositeBitmaps.svCharLayers[sprite._battlerName]) {
sprite._battlerName = "";
sprite.updateBitmap();
}
});
}
};
/**
* Adds a new side view layer to the composite bitmap destination
* @param {string} source This graphic will be copied on top of the destination bitmap.
* @param {string} destination This is the bitmap the source will be copies to.