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Resource Simple GUI Menu Version 2 (Customizable/Extendable) for Essentials v17.2 2.1

Hollow_Ego

Cooltrainer
Member
Joined
May 19, 2018
Posts
115
Ruby:
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#===============================================================================
#                 Hollows Simple GUI Menu v2.1
#===============================================================================

class GUIMenu

#===============================================================================
#                           Methods for menu items
#===============================================================================
 
  # Bag
  @@openBag = Proc.new{
    item=0
    scene=PokemonBag_Scene.new
    screen=PokemonBagScreen.new(scene,$PokemonBag)
    pbFadeOutIn(99999) {
      item=screen.pbStartScreen
    }
    if item>0
      Kernel.pbUseKeyItemInField(item)
    end
  }

 
  # Trainer Card
  @@showTrainerCard= Proc.new{
    pbFadeOutIn(99999) {
      scene = PokemonTrainerCard_Scene.new
      screen = PokemonTrainerCardScreen.new(scene)
      screen.pbStartScreen
    }
  }
 
 
  # Save
  @@saveGame = Proc.new{ |sgm|
    if !$game_system || !$game_system.save_disabled
      #sgm.pbHideMenu2
      scene = PokemonSave_Scene.new
      screen = PokemonSaveScreen.new(scene)
      if screen.pbSaveScreen
       
      else
        sgm.pbShowMenu2
      end
    else
      Kernel.pbMessage("You can't save right now")
    end
  }
 
 
  # Settings
  @@openSettings = Proc.new{
    pbFadeOutIn(99999){
      scene = PokemonOption_Scene.new
      screen = PokemonOptionScreen.new(scene)
      screen.pbStartScreen
      pbUpdateSceneMap
    }
  }
 
 
 
  # Pokemon
  @@showParty = Proc.new{
    if $Trainer.party.length>0
      hiddenmove = nil
      pbFadeOutIn(99999){
        sscene = PokemonParty_Scene.new
        sscreen = PokemonPartyScreen.new(sscene,$Trainer.party)
        hiddenmove = sscreen.pbPokemonScreen
      }
      if hiddenmove
        disposeMenu
        Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
      end
    else
      Kernel.pbMessage("You don't have Pokemon yet.")
    end
  }
 
 
  # Pokedex
  @@openPokedex = Proc.new{
    if DEXDEPENDSONLOCATION
      pbFadeOutIn(99999){
        scene = PokemonPokedex_Scene.new
        screen = PokemonPokedexScreen.new(scene)
        screen.pbStartScreen
      }
    else
      if $PokemonGlobal.pokedexViable.length==1
        $PokemonGlobal.pokedexDex = $PokemonGlobal.pokedexViable[0]
        $PokemonGlobal.pokedexDex = -1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
        pbFadeOutIn(99999){
          scene = PokemonPokedex_Scene.new
          screen = PokemonPokedexScreen.new(scene)
          screen.pbStartScreen
        }
      else
        pbFadeOutIn(99999){
          scene = PokemonPokedexMenu_Scene.new
          screen = PokemonPokedexMenuScreen.new(scene)
          screen.pbStartScreen
        }
      end
    end
  }
     
  # Phone
 
  @@openPhone = Proc.new{
 
  pbPlayDecisionSE
        pbFadeOutIn(99999){
          PokemonPhoneScene.new.start
        }
 
  }
 
  # Pokémon Amie
 
  @@openAmie = Proc.new{
        pbPlayDecisionSE()
        setAmiePokemon(pbGet(AMIEPOKEMON))
        pbFadeOutIn(99999) {
          scene = PokeAmie_Essentials_Scene.new
          screen = PokeAmie_EssentialsScreen.new(scene)
          screen.pbStartAmie(pbGet(AMIEPOKEMON),pbGet(AMIEINDEX))
            }
  }
     
 
  # Exit
#
  @@exitMenu = Proc.new{ |sgm|
    sgm.pbHideMenu2
        if Kernel.pbConfirmMessage(_INTL("Are you sure you want to quit the game?"))
          scene = PokemonSave_Scene.new
          screen = PokemonSaveScreen.new(scene)
          screen.pbSaveScreen
          $scene = nil
          true
        else
          sgm.pbShowMenu2
          false
        end}
 
    # Map
   
  @@showMap = Proc.new{
          pbPlayDecisionSE
        pbShowMap(-1,false)
       
  }

 
  # Your option
  # @@variableName = Proc.new{
    # your code goes here
  # }
 
  # Fame Checker
  @@openFameChecker = Proc.new{
     FameChecker.show
   }
 
 
#===============================================================================
#                         Settings (change accordingly)
#===============================================================================

  # Menu Items
  # Format: :key => [position,"name",proc to call action, proc for coditions (optional)
  # Name must be the file name and is also used as a display name
  # The variables holding the code need to be defined above this part
 
  @@menuItems={
    :pokemon     => [0,"Pokémon",@@showParty,Proc.new{$Trainer.party.length<=0}],
    :bag         => [1,"Bag",@@openBag],
    :amie        => [2,"Amie",@@openAmie],
    :map         => [3,"Map",@@showMap],
    :pokedex     => [4,"Pokédex",@@openPokedex,Proc.new{!$Trainer.pokedex || $PokemonGlobal.pokedexViable.length<=0}],
    :famechecker => [5,"Fame Checker",@@openFameChecker],
    :trainercard => [6,"Trainer",@@showTrainerCard],
    :phone       => [7,"Phone",@@openPhone],
    :save        => [8,"Save",@@saveGame],
    :settings    => [9,"Settings",@@openSettings],
    :exit        => [10,"Exit",@@exitMenu]
  }
 
  # Settings for the viewport of the icons
  @@viewportX       = 119 # Starting point x-axis of the viewport for the icons
  @@viewportY       = 108 # Starting point y-axis of the viewport for the icons
  @@viewportWidth   = 274
  @@viewportHeight  = 206

 
  # Icon and Icon Text Settings
  # Spacing between icons (from middle point to middle point)
  @@space           = 144
  # where the icons should be placed relative to the viewport
  # the -36 are an offset to have it all centered includeing the text
  # remove or modify that part to reposition the icons and text on the y-axis
  @@iconY           = @@viewportHeight/2 - 20
  # Uses the name specified in @@menuItems (2nd position/index 1)
  @@showText        = true
  # Offset of the menu text. Set to a negative number if you want to move it further up
  # Don't forget to adjust the @@iconY if the centering is off
  @@textOffset      = 30
 
  @@textColor    = Color.new(240,240,240)
  @@textShadow   = Color.new(70,70,70)
 
  # Animation Settings
  @@animSpeed       = 8
  @@style           = 3
  @@jumpAmt         = 3
  @@zoomIcons       = true
  @@zoomFactor      = 1.5
 
  # Audio Settings
  @@moveSound       = true
  @@startSound      = true

 
  # Clock Settings
  @@clock           = true  # Whether or not to use a clock
  @@clockGraphic    = false # Wheter or not to use a clock graphics
  @@clockX          = 196   # Position of glock graphic on x-Axis
  @@clockY          = 290   # Position of glock graphic on y-Axis
 
  # Color of the time and menu text
  # Recommended colors: watch graphic=240,240,240 // clock graphic=18,22,36
  # Recommended shadow colors: watch graphic=160,160,160 // clock graphic=nil
  @@clockColor    = Color.new(240,240,240)
  @@clockShadow   = Color.new(70,70,70)

 
  # Where the time should appear relative to the bitmap
  # Recommend x values: watch graphic=330 // clock graphic=13
  # Recommend y values: watch graphic=77  // clock graphic=18
  @@timeX       = 330
  @@timeY       = 77
 
  # Enter a Font name here if you want to use a different font (e.g. "Power Clear" )
  # If you want to use the default put in nil
  # Recommended fonts: watch graphic=nil // clock graphic="QuiverItal"
  @@clockFont     = nil
  # Font size will only be relevant if a different font is used
  # Recommended size clock graphic=56
  @@clockFontSize = 56
 
#===============================================================================
#                                 Methods
#===============================================================================
  def initialize
   
    # Internatl - Organisation
    # Reset all variables
    @moving                   = false
    @options           = []
    @optionsIdx        = []
    @selectedIdx       = 0
    @debugSelected     = false
 
    pbSEPlay("menu") if @@startSound
   
   
    # Set the icon path
    folder              = @@style==1 ? "Single/" : "Dual/"
    @iconPath           = "Graphics/Pictures/Menu/"+ folder
   
    # Getting the icon sizes
    tempBitmap          = Bitmap.new(@iconPath+@@menuItems.values[0][1])
    @width              = tempBitmap.width
    @height             = tempBitmap.height
    @height            /= 2 if @@style==2 || @@style==3
    tempBitmap.dispose
 
    # setting the source rectangles for style 2+3
    @inactiveRect = Rect.new(0,0,@width,@height)        if @@style>1
    @activeRect   = Rect.new(0,@height,@width,@height)  if @@style>1
   
    # calculating the starting point
    @startingPointX     = (@@viewportWidth/2).floor
   
    # Viewport for menu background image
    @viewportBackground   = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewportBackground.z = 99998
   
    # Viewport for all icons
    @viewportIcons      = Viewport.new(@@viewportX,@@viewportY,@@viewportWidth,@@viewportHeight)
    @viewportIcons.z    = 99998

   
    @background         = Sprite.new(@viewportBackground)
    @background.bitmap  = Bitmap.new("Graphics/Pictures/Menu/background")
    @background.x       = 0
    @background.y       = 0
   
    counter     = 0
    @menuIcons  = {}
    @menuText   = {}

    # Make sure everything is in the right order
    @orderedMenu = Array.new(@@menuItems.length)
    @@menuItems.each{|key,value|
      @orderedMenu[value[0]] = key
    }
   
    # now use the ordered Array to iterate over it and create the icons
    for i in @orderedMenu
      value = @@menuItems[i]
      next if value[3] && value[3].call
      @menuIcons[value[1]]        = Sprite.new(@viewportIcons)
      @menuIcons[value[1]].bitmap = Bitmap.new(@iconPath+value[1])
   
      # Set the transformation point to the center of the icon
      @menuIcons[value[1]].ox = @menuIcons[value[1]].bitmap.width/2
      @menuIcons[value[1]].oy = @height/2
      @menuIcons[value[1]].x  = @startingPointX + @@space*counter
      @menuIcons[value[1]].y  = @@iconY
     
      # If style 2 or 3 make only top half visible
      @menuIcons[value[1]].src_rect = @inactiveRect
     
      @options.push(@menuIcons[value[1]])
     
      # Holds the keys to the selected index
      @optionsIdx.push(i)
     
      # Draw the icon names
      # Do so by creating new sprites with drawn text on it
      textBmpWidth              = @menuIcons[value[1]].bitmap.width*2
      textBmpHeight             = @menuIcons[value[1]].bitmap.height/4
     
      @menuText[value[1]+"Text"]        = Sprite.new(@viewportIcons)
      @menuText[value[1]+"Text"].bitmap = Bitmap.new(textBmpWidth,textBmpHeight)
     
      @menuText[value[1]+"Text"].ox = @menuText[value[1]+"Text"].bitmap.width/2
      @menuText[value[1]+"Text"].oy = textBmpHeight/2
      @menuText[value[1]+"Text"].x = @menuIcons[value[1]].x
      @menuText[value[1]+"Text"].y = @@iconY + @menuIcons[value[1]].y/2 + @@textOffset
   
      bitmap = @menuText[value[1]+"Text"].bitmap
   
      pbSetSystemFont(bitmap)
      tx = textBmpWidth/2
      ty = 0
      textPositions = [[_INTL("#{value[1]}"),tx,ty,2,@@textColor,@@textShadow]]
      pbDrawTextPositions(bitmap,textPositions) if @@showText
     
      counter+=1
    end
   
   
    # If style 2 or 3 is selected, color the active icon
    selectedIcon = @menuIcons[getValueFromHash(@optionsIdx[@selectedIdx])] if @@style>1
    selectedIcon.src_rect = @activeRect if @@style>1
   
    # Zoom in if zoom is activated
    selectedIcon.zoom_x = @@zoomFactor if @@zoomIcons
    selectedIcon.zoom_y = @@zoomFactor if @@zoomIcons
   
    # Show Debug Icon in Debug Mode only
    if $DEBUG
      # Store the bitmaps for easy swapping
      @debugIconActive=Bitmap.new("Graphics/Pictures/Menu/debug2")
      @debugIconInactive=Bitmap.new("Graphics/Pictures/Menu/debug")
     

      @debugIcon=Sprite.new(@viewportBackground)
      @debugIcon.bitmap=@debugIconInactive
      @debugIcon.x=460
      @debugIcon.y=330
    end

   
    if @@clock
      if @@clockGraphic
        @clock        = Sprite.new(@viewportBackground)
        @clock.bitmap = Bitmap.new("Graphics/Pictures/Menu/clock")
        @clock.x      = @@clockX
        @clock.y      = @@clockY
      end
     
      bitmap = @@clockGraphic ? @clock.bitmap : @background.bitmap
      if @@clockFont
        bitmap.font.size  = @@clockFontSize
        bitmap.font.name  = @@clockFont
      else
        pbSetSystemFont(bitmap)
      end
     
      # Draw the time
      # For bigger clocks it's better to use font bitmaps
      textPositions = [[_INTL("#{getTimeString}"),@@timeX,@@timeY,0,@@clockColor,@@clockShadow]]
      pbDrawTextPositions(bitmap,textPositions)
    end
   
end



#===============================================================================
#                                 Main Loop
#                               handles input
#===============================================================================

  def mainLoop
    frameSkip = 0
    loop do # Begin of the loop
      Graphics.update
      Input.update
      # Clock
      if @@clock && hasTimePassed?
        layer = @@clockGraphic ? @clock : @background
        layer.bitmap.clear
        btmp = @@clockGraphic ? Bitmap.new("Graphics/Pictures/Menu/clock") : Bitmap.new("Graphics/Pictures/Menu/background")
        layer.bitmap = btmp
       
        if @@clockFont
          layer.bitmap.font.size  = @@clockFontSize
          layer.bitmap.font.name  = @@clockFont
        else
          pbSetSystemFont(layer.bitmap)
        end

        textPositions=[[_INTL("#{getTimeString}"),@@timeX,@@timeY,0,@@clockColor,@@clockShadow]]
        pbDrawTextPositions(layer.bitmap,textPositions)
      end
   

#===============================================================================
#                                  Animation
#===============================================================================
      if (@@style==1 || @@style==3) && frameSkip==@@animSpeed
       
        currentSelection=@menuIcons[getValueFromHash(@optionsIdx[@selectedIdx])]
        direction= currentSelection.y==@@iconY + @@jumpAmt*-1 ? @@jumpAmt : @@jumpAmt*-1
        for i in @menuIcons
         
          i[1].y+=direction if i[1]==currentSelection
          i[1].y = @@iconY if i[1]!=currentSelection && !i[0].include?("Text")
        end
        frameSkip = 0
      end
#===============================================================================
#                                  Controls
#===============================================================================

# ----------------- Right Input ----------------------
      if Input.trigger?(Input::RIGHT) && !@debugSelected && !@moving
        oldIdx        = @selectedIdx
        @selectedIdx += 1
        @selectedIdx  = @selectedIdx>@menuIcons.length-1 ? 0 : @selectedIdx
        direction     = oldIdx>@selectedIdx ? "right" : "left"
     
        @@graphicsUpdateRate = oldIdx>@selectedIdx ?  @@space/(@@animSpeed/2) : @@space/@@animSpeed
        moveIcons(direction,oldIdx)
      end

# ----------------- Left Input ----------------------
      if Input.trigger?(Input::LEFT) && !@debugSelected && !@moving
        oldIdx        = @selectedIdx
        @selectedIdx -=1
        @selectedIdx  = @selectedIdx<0 ? @menuIcons.length-1 : @selectedIdx
        direction     = oldIdx>@selectedIdx ? "right" : "left"
     
        @@graphicsUpdateRate = oldIdx>@selectedIdx ?  @@space/@@animSpeed : @@space/(@@animSpeed/2)
        moveIcons(direction,oldIdx)
      end

# ----------------- C Input ----------------------
      if Input.trigger?(Input::C) && !@moving
        # Debug
        if @debugSelected && $DEBUG
          pbFadeOutIn(99999) { pbDebugMenu }
        else
          # Get what to do as a proc (defined above)
          proc = getValueFromHash(@optionsIdx[@selectedIdx],2)
          result = proc.call(self)
          PBDebugAll.log("Result: #{result}")
          break if result
        end
      end
   
# ----------------- Other Input ----------------------

      # Select/Deselect Debug Icon
      if Input.trigger?(Input::DOWN) && $DEBUG
        pbSEPlay("choose") if @@moveSound
        @debugSelected=true
        @debugIcon.bitmap=@debugIconActive
      end

      if Input.trigger?(Input::UP) && $DEBUG
        pbSEPlay("choose") if @@moveSound
        @debugSelected=false
        @debugIcon.bitmap=@debugIconInactive
      end

      # Cancel with X
      if Input.trigger?(Input::B)
        break
      end
    frameSkip += 1
    end # end of loop
    pbSEPlay("exit") if @@startSound
    disposeMenu
  end # end of def main



#===============================================================================
#                              Class Helpers
#===============================================================================

  # Get the value from a hash by key
  # Only for @@menuItems
  # valueIdx = index of the value to retrieve
  def getValueFromHash(key,valueIdx=1)
    return @@menuItems[key][valueIdx]
  end


  # Moves the icons accordingly
  def moveIcons(direction,oldIdx)
    pbSEPlay("choose") if @@moveSound
    oldSelectedIcon     = @menuIcons[getValueFromHash(@optionsIdx[oldIdx])]
    newSelectedIcon     = @menuIcons[getValueFromHash(@optionsIdx[@selectedIdx])]
    dir                 = direction=="left" ? -1 : 1
    @moving             = true
    counter             = 0
   
    # Make nlock transfer to decolor old selction
    # Only if the style is set to 2 or 3
    oldSelectedIcon.src_rect = @inactiveRect if @@style>1
   
    # Resets zoom to 0
    oldSelectedIcon.zoom_x = 1
    oldSelectedIcon.zoom_y = 1
   
    # Every icon gets only moved by 1 pixel each frame
    # Graphics are updated when the counter is equal to the calculated update rate
    # This makes it so that the player doesn't see the movement in 1px steps
    # The loop stops when the selected icon is in the starting point (=@startingPointX)
    loop do
      for i in @menuIcons
        i[1].x += dir
        @menuText[i[0]+"Text"].x +=dir
      end
      counter += 1
      Graphics.update if counter == @@graphicsUpdateRate
      counter = counter == @@graphicsUpdateRate ? 0 : counter # reset counter
      break if newSelectedIcon.x == @startingPointX
    end
   
    # make block transfer to color the new selection
    newSelectedIcon.src_rect = @activeRect if @@style>1
   
    # Zooms in on selected icon
    newSelectedIcon.zoom_x = @@zoomFactor if @@zoomIcons
    newSelectedIcon.zoom_y = @@zoomFactor if @@zoomIcons
   
    Graphics.update
    @moving=false
  end


  # Gets rid of all viewports and graphics
  def disposeMenu
    pbDisposeSpriteHash(@menuIcons)
    pbDisposeSpriteHash(@menuText)
    @background.dispose
    @clock.dispose if @clock
    @viewportBackground.dispose
    @viewportIcons.dispose
    $game_temp.in_menu = false
  end

  def pbHideMenu2
    @viewportBackground.visible=false
    @viewportIcons.visible=false
  end


  def pbShowMenu2
    @viewportBackground.visible=true
    @viewportIcons.visible=true
  end

end # End of class




#===============================================================================
#                            General Purpose Helpers
#===============================================================================

# Use this line to open the menu
def startMenu
  $game_temp.in_menu  = true
  sgm                 = GUIMenu.new
  sgm.mainLoop
end



def startBenchMarkTest
  mark = Benchmark.measure {
    2.times do
      GUIMenu.new
    end
}

PBDebug.log("Opening the menu: #{mark}")
end


 
# Time related methods
$lastHour    = 0
$lastMinute  = 0
def getTimeString
  $lastHour    = getHour
  $lastMinute  = getMinute
  return "#{$lastHour}:#{$lastMinute}"
end

def hasTimePassed?
  return $lastHour!=getHour || $lastMinute!=getMinute
end

def getHour
  time=pbGetTimeNow
  return time.hour
end

def getMinute
  time=pbGetTimeNow
  if time.min<10
    return "0#{time.min}"
    else return time.min
  end
end
I found the issue and it was my bad. I didn't know I still had left a line and a utility function in.
Just remove your line 484 (PBDebugAll.log) and you are good to go. Unless I'm missing something else. Besides that you can also remove the benchmark method, at the very bottom. It was just used for testing back then.
 

BiggusWeeabus

"What's so funny about Biggus Dickus?"
Member
Joined
Sep 1, 2020
Posts
105
I found the issue and it was my bad. I didn't know I still had left a line and a utility function in.
Just remove your line 484 (PBDebugAll.log) and you are good to go. Unless I'm missing something else. Besides that you can also remove the benchmark method, at the very bottom. It was just used for testing back then.
Alright, thanks!
 
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