OMORI_Android/www.br/js/plugins/Omori Name Input.js
2024-05-26 04:07:13 +03:00

1875 lines
67 KiB
JavaScript

//=============================================================================
// TDS Omori Name Input
// Version: 1.0
//=============================================================================
// Add to Imported List
var Imported = Imported || {} ; Imported.TDS_NameInput = true;
// Initialize Alias Object
var _TDS_ = _TDS_ || {} ; _TDS_.NameInput = _TDS_.NameInput || {};
//=============================================================================
/*:
* @plugindesc
* Name Input for OMORI
*
* @param Name Variable ID
* @desc Variable ID to put the name text into.
* @default 1
*
* @author TDS
*
* @help
* ============================================================================
* * Script Calls
* ============================================================================
*
*
*
*/
//=============================================================================
// Node.js path
var path = require('path');
// Get Parameters
var parameters = PluginManager.parameters("Omori Name Input");
// Initialize Parameters
_TDS_.NameInput.params = {};
_TDS_.NameInput.params.nameVariableID = Number(parameters['Name Variable ID'] || 0);
//=============================================================================
// ** Keyboard Input
//-----------------------------------------------------------------------------
// The static class that handles input data from the keyboard.
//=============================================================================
function KeyboardInput() { throw new Error('This is a static class'); }
//=============================================================================
// * Class Values
//=============================================================================
KeyboardInput.keyRepeatWait = 24;
KeyboardInput.keyRepeatInterval = 6;
//=============================================================================
// * Key Mapper
//=============================================================================
KeyboardInput.keyMapper = {
8: 'backspace',
13: 'enter',
// 16: 'shift',
32: 'space',
46: 'delete',
};
//=============================================================================
// * Object Initialization
//=============================================================================
KeyboardInput.initialize = function() {
this.clear();
this._wrapNwjsAlert();
this._setupEventHandlers();
// Set Caps Lock Flag
this._capsLock = false;
};
//=============================================================================
// * Clear
//=============================================================================
KeyboardInput.clear = function() {
this._keyDown = false;
this._currentState = {};
this._previousState = {};
this._currentEvents = {};
this._latestButton = null;
this._latestEvent = null;
this._pressedTime = 0;
this._date = 0;
};
//=============================================================================
// * Setup Event Handlers
//=============================================================================
KeyboardInput._setupEventHandlers = function() {
document.addEventListener('keydown', this._onKeyDown.bind(this));
document.addEventListener('keyup', this._onKeyUp.bind(this));
//window.addEventListener('blur', this._onLostFocus.bind(this));
};
//=============================================================================
// * Frame Update
//=============================================================================
KeyboardInput.update = function() {
if (this._currentState[this._latestButton]) {
this._pressedTime++;
} else {
this._latestButton = null;
this._latestEvent = null;
}
for (var name in this._currentState) {
if (this._currentState[name] && !this._previousState[name]) {
this._latestButton = name;
this._latestEvent = this._currentEvents[name];
this._pressedTime = 0;
this._date = Date.now();
};
this._previousState[name] = this._currentState[name];
};
};
//=============================================================================
// * Wrap NWjs Alert
//=============================================================================
KeyboardInput._wrapNwjsAlert = function() {
if (Utils.isNwjs()) {
var _alert = window.alert;
window.alert = function() {
var gui = require('nw.gui');
var win = gui.window;
_alert.apply(this, arguments);
win.focus();
KeyboardInput.clear();
};
}
};
//=============================================================================
// * Determine if Default Should be prevented
//=============================================================================
KeyboardInput._shouldPreventDefault = function(keyCode) {
switch (keyCode) {
case 33: // pageup
case 34: // pagedown
case 37: // left arrow
case 38: // up arrow
case 39: // right arrow
case 40: // down arrow
return true;
};
return false;
};
//=============================================================================
// * On Key Down
//=============================================================================
KeyboardInput._onKeyDown = function(event) {
// Set Caps Lock State
this._capsLock = event.getModifierState('CapsLock');
if (this._shouldPreventDefault(event.keyCode)) {
event.preventDefault();
};
// Get Mapped
var mapped = KeyboardInput.keyMapper[event.keyCode];
// Get Button Name
var buttonName = mapped ? mapped : String.fromCharCode(event.keyCode);
// String.fromCharCode()
// If Button Name Exists
if (buttonName) {
// Set Current Events
this._currentEvents[buttonName] = event;
// Set Button Name Curent State
this._currentState[buttonName] = true;
};
};
//=============================================================================
// * On Key Up
//=============================================================================
KeyboardInput._onKeyUp = function(event) {
// Set Caps Lock State
this._capsLock = event.getModifierState('CapsLock');
// Get Mapped
var mapped = KeyboardInput.keyMapper[event.keyCode];
// Get Button Name
var buttonName = mapped ? mapped : String.fromCharCode(event.keyCode);
// If Button Name Exists
if (buttonName) {
// Set Button Name Curent State
this._currentState[buttonName] = false;
}
if (event.keyCode === 0) { // For QtWebEngine on OS X
this.clear();
};
};
//=============================================================================
// * On Lost Focus
//=============================================================================
KeyboardInput._onLostFocus = function() { this.clear(); };
//=============================================================================
// * Determine if Caps Lock is on
//=============================================================================
KeyboardInput.isCapsLockOn = function() { return this._capsLock; };
//=============================================================================
// * Is Triggered
//=============================================================================
KeyboardInput.isTriggered = function(keyName) {
return this._latestButton === keyName && this._pressedTime === 0;
};
//=============================================================================
// * Is Repeated
//=============================================================================
KeyboardInput.isRepeated = function(keyName) {
return (this._latestButton === keyName &&
(this._pressedTime === 0 ||
(this._pressedTime >= this.keyRepeatWait &&
this._pressedTime % this.keyRepeatInterval === 0)));
};
//=============================================================================
// ** SceneManager
//-----------------------------------------------------------------------------
// The static class that manages scene transitions.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.NameInput.SceneManager_initInput = SceneManager.initInput;
_TDS_.NameInput.SceneManager_updateInputData = SceneManager.updateInputData;
//=============================================================================
// * Initialize Input
//=============================================================================
SceneManager.initInput = function() {
// Run Original Function
_TDS_.NameInput.SceneManager_initInput.call(this);
// Initialize Keyboard Input
KeyboardInput.initialize();
};
//=============================================================================
// * Update Input Data
//=============================================================================
SceneManager.updateInputData = function() {
// Run Original Function
_TDS_.NameInput.SceneManager_updateInputData.call(this);
// Update Keyboard Input
KeyboardInput.update()
};
//=============================================================================
// ** Game_Interpreter
//-----------------------------------------------------------------------------
// The interpreter for running event commands.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.NameInput.Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode;
//=============================================================================
// * Show Name Input Window
//=============================================================================
Game_Interpreter.prototype.showNameInputWindows = function(name = "", max = 7, wait = true) {
// Show Name Input Windows
SceneManager._scene.showNameInputWindows(name, max);
// Set Wait
if (wait) { this.setWaitMode('nameInput'); };
};
//=============================================================================
// * Update Wait Mode
//=============================================================================
Game_Interpreter.prototype.updateWaitMode = function() {
// If Wait mode is name input
if (this._waitMode === 'nameInput') {
if (SceneManager._scene.isInputWindowActive()) { return true; };
return false;
};
// Return original function
return _TDS_.NameInput.Game_Interpreter_updateWaitMode.call(this);
};
//=============================================================================
// ** Scene_Map
//-----------------------------------------------------------------------------
// The scene class of the map screen.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.NameInput.Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows
//=============================================================================
// * Create All Windows
//=============================================================================
Scene_Map.prototype.createAllWindows = function() {
// Run Original Function
_TDS_.NameInput.Scene_Map_createAllWindows.call(this);
// Create Quest Windows
this.createNameInputWindows();
};
//=============================================================================
// * Create Name Input Windows
//=============================================================================
Scene_Map.prototype.createNameInputWindows = function() {
// Create Name Input Window
this._nameInputNameWindow = new Window_OmoriNameInputName();
this._nameInputNameWindow.x = 70;
this._nameInputNameWindow.y = 60
this.addWindow(this._nameInputNameWindow);
// Create Name Input Letter Window
/*this._nameInputLetterWindow = new Window_OmoriInputLetters()
this._nameInputLetterWindow.x = 70;
this._nameInputLetterWindow.y = this._nameInputNameWindow.y + this._nameInputNameWindow.height + 2;
this._nameInputLetterWindow._nameWindow = this._nameInputNameWindow;
this.addChild(this._nameInputLetterWindow);*/
this._virtualKeyboard = new VirtualKeyboard()
this._virtualKeyboard._nameWindow = this._nameInputNameWindow;
this.addWindow(this._virtualKeyboard)
this._virtualKeyboard.position.set(this._nameInputNameWindow.x, this._nameInputNameWindow.y + this._nameInputNameWindow.height)
};
//=============================================================================
// * Show Name Input Windows
//=============================================================================
Scene_Map.prototype.showNameInputWindows = function(name, max) {
this._nameInputNameWindow._maxCharacters = max;
this._nameInputNameWindow.width = this._nameInputNameWindow.windowWidth()
this._nameInputNameWindow.createContents()
this._nameInputNameWindow.refresh()
this._nameInputNameWindow.clearName(name);
this._nameInputNameWindow.open();
/*this._nameInputLetterWindow.open();
this._nameInputLetterWindow.activate();
this._nameInputLetterWindow.select(0);*/
this._virtualKeyboard.setup()
};
//=============================================================================
// * Hide Name Input Windows
//=============================================================================
Scene_Map.prototype.hideNameInputWindows = function() {
this._nameInputNameWindow.close();
this._nameInputNameWindow.deactivate();
/*this._nameInputLetterWindow.close();
this._nameInputLetterWindow.deactivate();*/
this._virtualKeyboard.dispose()
};
//=============================================================================
// * Determine if Input Window is active
//=============================================================================
Scene_Map.prototype.isInputWindowActive = function() {
return (this._nameInputNameWindow.openness > 0 || /*this._nameInputLetterWindow.active*/ this._virtualKeyboard.active)
};
//=============================================================================
// ** Window_OmoriNameInputName
//-----------------------------------------------------------------------------
// This window displays the typed name.
//=============================================================================
function Window_OmoriNameInputName() { this.initialize.apply(this, arguments); }
Window_OmoriNameInputName.prototype = Object.create(Window_Base.prototype);
Window_OmoriNameInputName.prototype.constructor = Window_OmoriNameInputName;
//=============================================================================
// * Initialize Object
//=============================================================================
Window_OmoriNameInputName.prototype.initialize = function(max) {
// Set Max Characters
this._maxCharacters = max === undefined ? 7 : max;
// Super Call
Window_Base.prototype.initialize.call(this, 12, 12, this.windowWidth(), this.windowHeight());
this.openness = 0;
this.deactivate();
// Clear Name
this.clearName('');
// Draw Contents
this.refresh();
};
//=============================================================================
// * Settings
//=============================================================================
Window_OmoriNameInputName.prototype.standardPadding = function() { return 4; };
Window_OmoriNameInputName.prototype.windowWidth = function () { return this._maxCharacters * 26; };
Window_OmoriNameInputName.prototype.windowHeight = function() { return 80; };
//=============================================================================
// * Openness Type (0: Vertical, 1: Horizontal, 2: All)
//=============================================================================
Window_OmoriNameInputName.prototype.standardOpennessType = function() { return 2;};
//=============================================================================
// * Refresh
//=============================================================================
Window_OmoriNameInputName.prototype.refresh = function() {
// Clear Contents
this.contents.clear();
this.contents.fontSize = 23
this.contents.drawText('Qual é o nome dele?', 0, 1, this.contents.width, this.contents.fontSize, 'center');
this.contents.fillRect(0, 32, this.contents.width, 2, 'rgba(255, 255, 255, 1)');
// Refresh Text
this.refreshText();
};
//=============================================================================
// * Refresh
//=============================================================================
Window_OmoriNameInputName.prototype.clearName = function(name) {
// Initialize Array
this._text = [];
// Get Letters
var letters = name.split("");
// Go Through Max Characters
for (var i = 0; i < this._maxCharacters; i++) {
// Get Letter
var letter = letters[i];
// Add Letter
this._text.push(letter ? letter : " ");
};
// Set Text Index
this._textIndex = Math.max(letters.length - 1, 0);
// Refresh Text
this.refreshText();
};
//=============================================================================
// * Get Current Inputted Name
//=============================================================================
Window_OmoriNameInputName.prototype.name = function() { return this._text.join("").trim(); };
//=============================================================================
// * Add Letter
//=============================================================================
Window_OmoriNameInputName.prototype.add = function(character) {
if (this._textIndex < this._maxCharacters) {
this._text[this._textIndex] = character;
this._textIndex = Math.min(this._textIndex + 1, this._maxCharacters-1)
this.refreshText()
return true
};
return false;
};
//=============================================================================
// * Back
//=============================================================================
Window_OmoriNameInputName.prototype.back = function() {
if (this._textIndex > -1) {
this._text[this._textIndex] = '';
this._textIndex = Math.max(this._textIndex - 1, 0);
this.refreshText();
return true
};
return false;
};
//=============================================================================
// * Refresh Text
//=============================================================================
Window_OmoriNameInputName.prototype.refreshText = function() {
// Clear Rect
this.contents.clearRect(0, 34, this.contents.width, this.contents.height - 34);
this.contents.fontSize = 28
// Space width
var width = 20;
// Go Through Text
for (var i = 0; i < this._text.length; i++) {
// Get Letter
var letter = this._text[i];
var x = 6 + (i * (width + 3));
var y = 34
this.contents.drawText(letter, x, y, width, this.contents.fontSize, 'center');
this.contents.paintOpacity = this._textIndex === i ? 255 : 100;
this.contents.fillRect(x, y + this.contents.fontSize + 4, width, 2, 'rgba(255, 255, 255, 1)');
this.contents.paintOpacity = 255;
};
};
//=============================================================================
// ** Window_OmoriInputLetters
//-----------------------------------------------------------------------------
// This window handles drawing of pictures and selection.
//=============================================================================
function Window_OmoriInputLetters() { this.initialize.apply(this, arguments); }
Window_OmoriInputLetters.prototype = Object.create(Window_Selectable.prototype);
Window_OmoriInputLetters.prototype.constructor = Window_OmoriInputLetters;
//=============================================================================
// * Initialize Object
//=============================================================================
Window_OmoriInputLetters.prototype.initialize = function() {
// Super Call
Window_Selectable.prototype.initialize.call(this, 0, 0, this.windowWidth(), this.windowHeight());
this.refresh()
this.openness = 0;
this.deactivate();
};
//=============================================================================
// * Settings
//=============================================================================
Window_OmoriInputLetters.prototype.isUsingCustomCursorRectSprite = function() { return true; };
Window_OmoriInputLetters.prototype.standardPadding = function() { return 4; };
Window_OmoriInputLetters.prototype.windowWidth = function() { return 500; };
Window_OmoriInputLetters.prototype.windowHeight = function() { return 250; };
Window_OmoriInputLetters.prototype.customCursorRectXOffset = function() {
if([58,59].contains(this.index())) {return -18;}
return -12;
};
Window_OmoriInputLetters.prototype.customCursorRectBitmapName = function() { return 'name_cursor'; }
Window_OmoriInputLetters.prototype.maxCols = function() { return 10; };
Window_OmoriInputLetters.prototype.maxItems = function() { return 60; };
//=============================================================================
// * Openness Type (0: Vertical, 1: Horizontal, 2: All)
//=============================================================================
Window_OmoriInputLetters.prototype.standardOpennessType = function() { return 2;};
//=============================================================================
// * Create Custom Cursor Rect
//=============================================================================
Window_OmoriInputLetters.prototype.initCustomCursorRect = function() {
// Run Original Function
Window_Selectable.prototype.initCustomCursorRect.call(this);
// Change Cursor Animation Speed
this._customCursorRectSprite.initCursorAnimation(0.15, 0.25);
};
//=============================================================================
// * Get Table
//=============================================================================
Window_OmoriInputLetters.prototype.table = function() {
// Return Input Keys Table
return LanguageManager.getInputKeysTable();
};
//=============================================================================
// * Get Selected Character
//=============================================================================
Window_OmoriInputLetters.prototype.character = function(index = this._index) {
// Get Character
return this.table()[index];
};
//=============================================================================
// * Item Rect
//=============================================================================
Window_OmoriInputLetters.prototype.itemRect = function(index) {
var rect = new Rectangle(0, 0, 42, this.lineHeight());
rect.x = 20 + (index % 10 * 42 + Math.floor(index % 10 / 5) * 24);
rect.y = 10 + (Math.floor(index / 10) * this.lineHeight());
// Return Rect
return rect;
};
//=============================================================================
// * Refresh
//=============================================================================
Window_OmoriInputLetters.prototype.refresh = function() {
// Get Table
var table = this.table();
this.contents.clear();
this.resetTextColor();
for (var i = 0; i < this.maxItems(); i++) {
var rect = this.itemRect(i);
this.drawText(table[i], rect.x, rect.y, rect.width, 'center');
};
};
//=============================================================================
// * Cursor Down
//=============================================================================
Window_OmoriInputLetters.prototype.cursorDown = function(wrap) {
// Get Next Character
var nextChar = this.character(this._index + 10);
if (nextChar === '') {
return;
};
if (this._index < 60 || wrap) {
this._index = (this._index + 10) % 60;
};
this.updateCursor();
};
//=============================================================================
// * Cursor Up
//=============================================================================
Window_OmoriInputLetters.prototype.cursorUp = function(wrap) {
if (this._index <= 9) {
this._index += 50;
// Get Next Character
let nextChar = this.character(this._index);
// If next character is empty
if (nextChar === '') {
for (var i = 0; i < this.maxRows(); i++) {
var nC = this.character(this._index - 10);
if (nC === undefined) { break; }
if (nC !== '') { this._index -= 10; break;}
};
}
this.updateCursor();
return;
};
if (this._index > 0 || wrap) {
this._index = (this._index + 80) % 90;
};
// Update Cursor
this.updateCursor();
};
//=============================================================================
// * Cursor Right
//=============================================================================
Window_OmoriInputLetters.prototype.cursorRight = function(wrap) {
// Get Next Character
var nextChar = this.character(this._index + 1);
if (nextChar === '') {
for (var i = 0; i < this.maxCols(); i++) {
var nC = this.character(this._index + i + 1)
if (nC === undefined) { break; }
if (nC !== '') { this._index += (i + 1); break;}
};
this.updateCursor();
return;
};
if (this._index % 10 < 9) {
this._index++;
} else if (wrap) {
this._index -= 9;
};
this.updateCursor();
};
//=============================================================================
// * Cursor Left
//=============================================================================
Window_OmoriInputLetters.prototype.cursorLeft = function(wrap) {
// Get Next Character
var nextChar = this.character(this._index - 1);
if (nextChar === '') {
for (var i = 0; i < this.maxCols(); i++) {
var nC = this.character(this._index - (i + 1))
if (nC === undefined) { break; }
if (nC !== '') { this._index -= (i + 1); break;}
};
this.updateCursor();
return;
};
if (this._index % 10 > 0) {
this._index--;
} else if (wrap) {
this._index += 9;
};
this.updateCursor();
};
//=============================================================================
// * Process Touch
//=============================================================================
Window_OmoriInputLetters.prototype.onTouch = function(triggered) {
var lastIndex = this.index();
var x = this.canvasToLocalX(TouchInput.x);
var y = this.canvasToLocalY(TouchInput.y);
var hitIndex = this.hitTest(x, y);
if (hitIndex >= 0) {
if (hitIndex === this.index()) {
if (triggered && this.isTouchOkEnabled()) {
this.processOk();
}
} else if (this.isCursorMovable()) {
if (this.character(hitIndex) !== '') { this.select(hitIndex); };
}
} else if (this._stayCount >= 10) {
if (y < this.padding) {
this.cursorUp();
} else if (y >= this.height - this.padding) {
this.cursorDown();
}
}
if (this.index() !== lastIndex) {
SoundManager.playCursor();
}
};
//=============================================================================
// * Process Handling
//=============================================================================
Window_OmoriInputLetters.prototype.processHandling = function() {
if (this.isOpen() && this.active) {
// if (KeyboardInput.isRepeated('enter')) {
// this.processOk();
// };
if (Input.isTriggered('ok')) {
this.processOk();
};
if (Input.isTriggered('cancel')) {
this.processBack();
};
};
};
//=============================================================================
// * Determine if OK
//=============================================================================
Window_OmoriInputLetters.prototype.isOk = function() { return this._index === 59; };
//=============================================================================
// * Determine if BackSpace
//=============================================================================
Window_OmoriInputLetters.prototype.isBackSpace = function() { return this._index === 58; };
//=============================================================================
// * Process Back
//=============================================================================
Window_OmoriInputLetters.prototype.processBack = function() {
if (this._nameWindow) {
if (this._nameWindow.back()) {
SoundManager.playCancel();
};
};
};
//=============================================================================
// * Process Ok
//=============================================================================
Window_OmoriInputLetters.prototype.processOk = function() {
// Get Character
var character = this.character();
if (this.isBackSpace()) {
this.processBack();
} else if (this.isOk()) {
this.onNameOk();
} else if (character) {
if (this._nameWindow) {
if (this._nameWindow.add(character)) {
SoundManager.playOk();
} else {
SoundManager.playBuzzer();
};
};
};
};
//=============================================================================
// * Process Handling
//=============================================================================
Window_OmoriInputLetters.prototype.onNameOk = function() {
// Get Text
var text = this._nameWindow.name();
// If Text Length is more than 0
if (text.length > 0) {
if(text.toLowerCase() === "omocat") {$gameSystem.unlockAchievement("YOU_THINK_YOU_RE_CLEVER_HUH")}
if (new RegExp($gameSystem._badWords.join("|")).test(text.toLowerCase())) { // YIN - Bad words check
//console.log("That's totally inappropriate");
this.playBuzzerSound();
return;
}
//console.log("That is acceptable.")
this.deactivate();
this.close();
this._nameWindow.close();
if (_TDS_.NameInput.params.nameVariableID > 0) {
$gameVariables.setValue(_TDS_.NameInput.params.nameVariableID, text);
};
} else {
this.playBuzzerSound();
};
};
//=============================================================================
// * Frame Update
//=============================================================================
Window_OmoriInputLetters.prototype.update = function() {
// Super Call
Window_Selectable.prototype.update.call(this);
// Update Key Input
this.updateKeyInput();
};
//=============================================================================
// * Update Key Input
//=============================================================================
Window_OmoriInputLetters.prototype.updateKeyInput = function() {
return
if (!this.isOpenAndActive()) { return; }
// Get Key
var key = KeyboardInput._latestButton;
// Return if Key is null
if (key === null) { return; }
// If Backspace
if (KeyboardInput.isRepeated('backspace')) {
this.processBack();
return;
};
// If Space
if (KeyboardInput.isRepeated('space')) { return; };
if (KeyboardInput.isRepeated('enter')) { return; };
// Set UpperCase Flag
var upperCase = Input.isPressed('shift');
if (KeyboardInput.isCapsLockOn()) { upperCase = true; }
// If Key is pressed
if (KeyboardInput.isRepeated(key)) {
// If Key is usable
if (this.isKeyAlphabetical(key)) {
// Convert key to lowercase if necessary
key = upperCase ? key : key.toLowerCase();
if (this._nameWindow) {
if (this._nameWindow.add(key)) {
SoundManager.playOk();
} else {
SoundManager.playBuzzer();
};
};
};
};
};
//=============================================================================
// * Determine if key is Alphabetical
//=============================================================================
Window_OmoriInputLetters.prototype.isKeyAlphabetical = function(key) { return /^[a-z ]*$/i.test(key); };
//=============================================================================
// * VIRTUAL KEYBOARD IMPLEMENTATION
//=============================================================================
// HANGUL
(function () {
'use strict';
/* Disassembled 초성(onset) */
var CHO = [
'ㄱ', 'ㄲ', 'ㄴ', 'ㄷ', 'ㄸ',
'ㄹ', 'ㅁ', 'ㅂ', 'ㅃ', 'ㅅ', 'ㅆ',
'ㅇ', 'ㅈ', 'ㅉ', 'ㅊ', 'ㅋ', 'ㅌ',
'ㅍ', 'ㅎ'
],
/* Disassembled 중성(nucleus) */
JUNG = [
'ㅏ', 'ㅐ', 'ㅑ', 'ㅒ', 'ㅓ',
'ㅔ', 'ㅕ', 'ㅖ', 'ㅗ', ['ㅗ', 'ㅏ'], ['ㅗ', 'ㅐ'],
['ㅗ', 'ㅣ'], 'ㅛ', 'ㅜ', ['ㅜ', 'ㅓ'], ['ㅜ', 'ㅔ'], ['ㅜ', 'ㅣ'],
'ㅠ', 'ㅡ', ['ㅡ', 'ㅣ'], 'ㅣ'
],
/* Desassembled 종성(coda) */
JONG = [
'', 'ㄱ', 'ㄲ', ['ㄱ', 'ㅅ'], 'ㄴ', ['ㄴ', 'ㅈ'], ['ㄴ', 'ㅎ'], 'ㄷ', 'ㄹ',
['ㄹ', 'ㄱ'], ['ㄹ', 'ㅁ'], ['ㄹ', 'ㅂ'], ['ㄹ', 'ㅅ'], ['ㄹ', 'ㅌ'], ['ㄹ', 'ㅍ'], ['ㄹ', 'ㅎ'], 'ㅁ',
'ㅂ', ['ㅂ', 'ㅅ'], 'ㅅ', 'ㅆ', 'ㅇ', 'ㅈ', 'ㅊ', 'ㅋ', 'ㅌ', 'ㅍ', 'ㅎ'
],
/* 유니코드 한글 시작 위치 */
HANGUL_OFFSET = 0xAC00,
/* 자음 */
CONSONANTS = [
'ㄱ', 'ㄲ', 'ㄳ', 'ㄴ', 'ㄵ', 'ㄶ', 'ㄷ', 'ㄸ',
'ㄹ', 'ㄺ', 'ㄻ', 'ㄼ', 'ㄽ', 'ㄾ', 'ㄿ', 'ㅀ',
'ㅁ', 'ㅂ', 'ㅃ', 'ㅄ', 'ㅅ', 'ㅆ', 'ㅇ', 'ㅈ',
'ㅉ', 'ㅊ', 'ㅋ', 'ㅌ', 'ㅍ', 'ㅎ'
],
/* Assembled 초성 */
COMPLETE_CHO = [
'ㄱ', 'ㄲ', 'ㄴ', 'ㄷ', 'ㄸ',
'ㄹ', 'ㅁ', 'ㅂ', 'ㅃ', 'ㅅ', 'ㅆ',
'ㅇ', 'ㅈ', 'ㅉ', 'ㅊ', 'ㅋ', 'ㅌ', 'ㅍ', 'ㅎ'
],
/* Assembled 중성 */
COMPLETE_JUNG = [
'ㅏ', 'ㅐ', 'ㅑ', 'ㅒ', 'ㅓ',
'ㅔ', 'ㅕ', 'ㅖ', 'ㅗ', 'ㅘ', 'ㅙ',
'ㅚ', 'ㅛ', 'ㅜ', 'ㅝ', 'ㅞ', 'ㅟ',
'ㅠ', 'ㅡ', 'ㅢ', 'ㅣ'
],
/* Assembled 종성 */
COMPLETE_JONG = [
'', 'ㄱ', 'ㄲ', 'ㄳ', 'ㄴ', 'ㄵ', 'ㄶ', 'ㄷ', 'ㄹ',
'ㄺ', 'ㄻ', 'ㄼ', 'ㄽ', 'ㄾ', 'ㄿ', 'ㅀ', 'ㅁ',
'ㅂ', 'ㅄ', 'ㅅ', 'ㅆ', 'ㅇ', 'ㅈ', 'ㅊ', 'ㅋ', 'ㅌ', 'ㅍ', 'ㅎ'
],
/* 복잡한 자음: [ 자음1, 자음2, 자음1+자음2 ] */
COMPLEX_CONSONANTS = [
['ㄱ', 'ㅅ', 'ㄳ'],
['ㄴ', 'ㅈ', 'ㄵ'],
['ㄴ', 'ㅎ', 'ㄶ'],
['ㄹ', 'ㄱ', 'ㄺ'],
['ㄹ', 'ㅁ', 'ㄻ'],
['ㄹ', 'ㅂ', 'ㄼ'],
['ㄹ', 'ㅅ', 'ㄽ'],
['ㄹ', 'ㅌ', 'ㄾ'],
['ㄹ', 'ㅍ', 'ㄿ'],
['ㄹ', 'ㅎ', 'ㅀ'],
['ㅂ', 'ㅅ', 'ㅄ']
],
/* 복잡한 모음: [모음1, 모음2, 모음1+모음2] */
COMPLEX_VOWELS = [
['ㅗ', 'ㅏ', 'ㅘ'],
['ㅗ', 'ㅐ', 'ㅙ'],
['ㅗ', 'ㅣ', 'ㅚ'],
['ㅜ', 'ㅓ', 'ㅝ'],
['ㅜ', 'ㅔ', 'ㅞ'],
['ㅜ', 'ㅣ', 'ㅟ'],
['ㅡ', 'ㅣ', 'ㅢ']
],
CONSONANTS_HASH,
CHO_HASH,
JUNG_HASH,
JONG_HASH,
COMPLEX_CONSONANTS_HASH,
COMPLEX_VOWELS_HASH
;
function _makeHash(array) {
var length = array.length,
hash = { 0: 0 }
;
for (var i = 0; i < length; i++) {
if (array[i])
hash[array[i].charCodeAt(0)] = i;
}
return hash;
}
CONSONANTS_HASH = _makeHash(CONSONANTS);
CHO_HASH = _makeHash(COMPLETE_CHO);
JUNG_HASH = _makeHash(COMPLETE_JUNG);
JONG_HASH = _makeHash(COMPLETE_JONG);
function _makeComplexHash(array) {
var length = array.length,
hash = {},
code1,
code2
;
for (var i = 0; i < length; i++) {
code1 = array[i][0].charCodeAt(0);
code2 = array[i][1].charCodeAt(0);
if (typeof hash[code1] === 'undefined') {
hash[code1] = {};
}
hash[code1][code2] = array[i][2].charCodeAt(0);
}
return hash;
}
COMPLEX_CONSONANTS_HASH = _makeComplexHash(COMPLEX_CONSONANTS);
COMPLEX_VOWELS_HASH = _makeComplexHash(COMPLEX_VOWELS);
/* c 가 CONSONANTS의 멤버일 경우 true 반환 (c가 자음일 경우 true 반환) */
function _isConsonant(c) {
return typeof CONSONANTS_HASH[c] !== 'undefined';
}
/* c 가 COMPLETE_JUNG의 멤버일 경우 true 반환 (c 가 초성일 경우 true 반환) */
function _isCho(c) {
return typeof CHO_HASH[c] !== 'undefined';
}
/* c 가 COMPLETE_JUNG의 멤버일 경우 true 반환 (c 가 중성일 경우 true 반환) */
function _isJung(c) {
return typeof JUNG_HASH[c] !== 'undefined';
}
/* c 가 COMPLETE_JONG의 멤버일 경우 true 반환 (c 가 종성일 경우 true 반환) */
function _isJong(c) {
return typeof JONG_HASH[c] !== 'undefined';
}
/* c 가 한글일 경우 true 반환 */
function _isHangul(c /* code number */) {
return 0xAC00 <= c && c <= 0xd7a3;
}
/* a와 b가 중성으로서 결합할 수 있는 경우 COMPLEX_VOWELS_HASH[a][b] 값(결합한 종성의 유니코드 값) 반환 */
function _isJungJoinable(a, b) {
return (COMPLEX_VOWELS_HASH[a] && COMPLEX_VOWELS_HASH[a][b]) ? COMPLEX_VOWELS_HASH[a][b] : false;
}
/* a와 b가 종성으로서 결합할 수 있는 경우 COMPLEX_CONSONANTS_HASH[a][b] 값(결합한 종성의 유니코드 값) 반환 */
function _isJongJoinable(a, b) {
return COMPLEX_CONSONANTS_HASH[a] && COMPLEX_CONSONANTS_HASH[a][b] ? COMPLEX_CONSONANTS_HASH[a][b] : false;
}
var disassemble = function (string, grouped) {
/* 입력값이 NULL일 경우 에러 발생 */
if (string === null) {
throw new Error('Arguments cannot be null');
}
/* 입력값이 'object' 타입인 경우 문자열로 병합 */
if (typeof string === 'object') {
string = string.join('');
}
var result = [],
length = string.length,
cho,
jung,
jong,
code,
r
;
/* 모든 문자에 대해 확인 */
for (var i = 0; i < length; i++) {
var temp = [];
code = string.charCodeAt(i); //문자를 유니코드값으로 변환해 code에 저장
/* i번째 문자(code)가 완성된 한글인 경우 */
if (_isHangul(code)) {
code -= HANGUL_OFFSET;
jong = code % 28;
jung = (code - jong) / 28 % 21;
cho = parseInt((code - jong) / 28 / 21);
temp.push(CHO[cho]); // temp 배열에 초성 추가
/* 중성이 object형인 경우 (2 단일 모음의 조합인 경우) */
if (typeof JUNG[jung] === 'object') {
temp = temp.concat(JUNG[jung]); // temp에 해당 중성의 모음들 추가
/* 중성이 단일 모음으로 이루어진 경우 */
} else {
temp.push(JUNG[jung]); // temp에 해당 모음 추가
}
/* 종성이 있는 경우 */
if (jong > 0) {
/* 종성이 object형인 경우 (2 단일 자음의 조합인 경우) */
if (typeof JONG[jong] === 'object') {
temp = temp.concat(JONG[jong]); // temp에 해당 종성의 자음들 추가
/* 종성이 단일 자음으로 이루어진 경우 */
} else {
temp.push(JONG[jong]); // temp에 해당 자음 추가
}
}
/* i번째 문자(code)가 완성된 한글이 아니면서 CONSONANTS의 멤버일 경우 (자음일 경우)*/
} else if (_isConsonant(code)) {
if (_isCho(code)) {
r = CHO[CHO_HASH[code]]; // 초성일 경우 해당 초성을 r에 저장
} else {
r = JONG[JONG_HASH[code]]; // 종성일 경우 해당 종성을 r에 저장
}
if (typeof r === 'string') {
temp.push(r); // r이 string 형일 경우 temp에 추가
} else {
temp = temp.concat(r); // 아닐 경우 temp에 r 배열의 요소들 추가
}
/* i번째 문자(code)가 완성된 한글이 아니면서 COMPLETE_JUNG의 멤버일 경우 (중성일 경우) */
} else if (_isJung(code)) {
r = JUNG[JUNG_HASH[code]]; // r에 해당 중성 저장
if (typeof r === 'string') {
temp.push(r); // r이 string 형일 경우 temp에 추가
} else {
temp = temp.concat(r); // 아닐 경우 temp에 r 배열의 요소들 추가
}
/* i번째 문자(code)가 한글이 아닐 경우 */
} else {
temp.push(string.charAt(i)); // temp에 i번째 문자를 추가
}
if (grouped) result.push(temp); //grouped가 설정된 경우 result에 temp 추가
else result = result.concat(temp); //grouped가 설정되지 않은 경우 result에 temp의 요소들 추가
}
return result;
};
/* string으로 disassemle */
var disassembleToString = function (str) {
if (typeof str !== 'string') {
return ''; // 입력값이 string형이 아닐 경우 빈 문자열 반환
}
str = disassemble(str); // str을 disassemble
return str.join(''); // str을 문자열로 반환
};
/* string으로 assemble */
var assemble = function (array) {
if (typeof array === 'string') {
array = disassemble(array); // 입력값이 string형인 경우 우선 disassemble
}
var result = [],
length = array.length,
code,
stage = 0,
complete_index = -1, //완성된 곳의 인덱스
previous_code,
jong_joined = false
;
function _makeHangul(index) { // complete_index + 1부터 index까지를 greedy하게 한글로 만든다.
var code,
cho,
jung1,
jung2,
jong1 = 0,
jong2,
hangul = ''
;
jong_joined = false;
if (complete_index + 1 > index) {
return;
}
for (var step = 1; ; step++) {
if (step === 1) {
cho = array[complete_index + step].charCodeAt(0); // 첫 자모를 cho에 저장
/* cho가 중성인 경우 */
if (_isJung(cho)) { // 첫번째 것이 모음이면 1) ㅏ같은 경우이거나 2) ㅙ같은 경우이다
/* cho의 다음 자모(jung1)가 범위 내에 있으면서 모음인 경우 */
if (complete_index + step + 1 <= index && _isJung(jung1 = array[complete_index + step + 1].charCodeAt(0))) { //다음것이 있고 모음이면
result.push(String.fromCharCode(_isJungJoinable(cho, jung1))); // cho와 jung1이 중성으로 조합가능한 경우 result에 조합한 문자 추가
complete_index = index; // complete_index에 index값 저장 (index까지 assemble 완료)
return;
/* cho의 다음 자모가 없거나 자음인 경우 (cho와 결합할 것이 없을때)*/
} else {
result.push(array[complete_index + step]); // result에 cho에 해당하는 자모값 추가
complete_index = index; // complete_index에 index값 저장 (index까지 assemble 완료)
return;
}
/* cho가 중성이 아니면서 초성도 아닌 경우 */
} else if (!_isCho(cho)) {
result.push(array[complete_index + step]); // result에 cho에 해당하는 자모값 추가
complete_index = index; // complete_index에 index값 저장 (index까지 assemble 완료)
return;
}
hangul = array[complete_index + step]; // hangul에 첫 자모값 저장
} else if (step === 2) {
jung1 = array[complete_index + step].charCodeAt(0); // jung1에 두번째 자모 저장
/* jung1이 자음인 경우 */
if (_isCho(jung1)) { //두번째 또 자음이 오면 ㄳ 에서 ㅅ같은 경우이다
cho = _isJongJoinable(cho, jung1); // 앞의 초성(cho)과 jung1이 조합 가능한 경우 cho에 해당 조합을 저장한다
hangul = String.fromCharCode(cho); // hangul에 cho를 문자열로 반환해 저장한다.
result.push(hangul); // result에 hangul 추가
complete_index = index; // complete_index에 index값 저장 (index까지 assemble 완료)
return;
/* jung1이 자음이 아닌 경우 */
} else {
hangul = String.fromCharCode((CHO_HASH[cho] * 21 + JUNG_HASH[jung1]) * 28 + HANGUL_OFFSET); // cho와 jung1을 한글로 조합해 문자열로 반환 후 hangul에 저장
}
} else if (step === 3) {
jung2 = array[complete_index + step].charCodeAt(0); // jung2에 세번째 자모 저장
if (_isJungJoinable(jung1, jung2)) {
jung1 = _isJungJoinable(jung1, jung2); // jung1과 jung2가 종성으로서 조합 가능한 경우 조합 해 jung1에 저장
} else {
jong1 = jung2; // jung1과 jung2가 종성으로서 조합 불가능한 경우 jung2값을 jong1에 저장
}
hangul = String.fromCharCode((CHO_HASH[cho] * 21 + JUNG_HASH[jung1]) * 28 + JONG_HASH[jong1] + HANGUL_OFFSET);
} else if (step === 4) {
jong2 = array[complete_index + step].charCodeAt(0); // jong2에 네번째 자모 저장
if (_isJongJoinable(jong1, jong2)) {
jong1 = _isJongJoinable(jong1, jong2); // jong1과 jong2가 종성으로서 조합 가능한 경우 조합 후 jong1에 저장
} else {
jong1 = jong2; // jong1과 jong2가 종성으로서 조합 불가능한 경우 jong2값을 jong1에 저장
}
hangul = String.fromCharCode((CHO_HASH[cho] * 21 + JUNG_HASH[jung1]) * 28 + JONG_HASH[jong1] + HANGUL_OFFSET); // cho, jung1, jong1를 한글로 조합해 문자열로 반환 후 hangul에 저장
} else if (step === 5) {
jong2 = array[complete_index + step].charCodeAt(0); // jong2에 다섯번째 자모 저장
jong1 = _isJongJoinable(jong1, jong2); // jong1과 jong2를 종성으로서 조합해 jong1에 저장
hangul = String.fromCharCode((CHO_HASH[cho] * 21 + JUNG_HASH[jung1]) * 28 + JONG_HASH[jong1] + HANGUL_OFFSET); // cho, jung1, jong1를 한글로 조합해 문자열로 반환 후 hangul에 저장
}
if (complete_index + step >= index) {
result.push(hangul); // result에 hangul 추가 (조합 결과 추가)
complete_index = index;
return;
}
}
}
/* 모든 문자에 대해 확인 */
for (var i = 0; i < length; i++) {
code = array[i].charCodeAt(0);
if (!_isCho(code) && !_isJung(code) && !_isJong(code)) { //초, 중, 종성 다 아니면
_makeHangul(i - 1); // i-1번째 문자까지 우선 한글로 조합한 후
_makeHangul(i); // i번째부터 다시 조합
stage = 0;
continue;
}
//console.log(stage, array[i]);
if (stage === 0) { // 초성이 올 차례
if (_isCho(code)) { // 초성이 오면 아무 문제 없다.
stage = 1;
} else if (_isJung(code)) {
// 중성이오면 ㅐ 또는 ㅘ 인것이다. 바로 구분을 못한다. 따라서 특수한 stage인 stage4로 이동
stage = 4;
}
} else if (stage == 1) { //중성이 올 차례
if (_isJung(code)) { //중성이 오면 문제없음 진행.
stage = 2;
} else { //아니고 자음이오면 ㄻ같은 경우가 있고 ㄹㅋ같은 경우가 있다.
if (_isJongJoinable(previous_code, code)) {
// 합쳐질 수 있다면 ㄻ 같은 경우인데 이 뒤에 모음이 와서 ㄹ마 가 될수도 있고 초성이 올 수도 있다. 따라서 섣불리 완성할 수 없다. 이땐 stage5로 간다.
stage = 5;
} else { //합쳐질 수 없다면 앞 글자 완성 후 여전히 중성이 올 차례
_makeHangul(i - 1);
}
}
} else if (stage == 2) { //종성이 올 차례
if (_isJong(code)) { //종성이 오면 다음엔 자음 또는 모음이 온다.
stage = 3;
} else if (_isJung(code)) { //그런데 중성이 오면 앞의 모음과 합칠 수 있는지 본다.
if (_isJungJoinable(previous_code, code)) { //합칠 수 있으면 여전히 종성이 올 차례고 그대로 진행
} else { // 합칠 수 없다면 오타가 생긴 경우
_makeHangul(i - 1);
stage = 4;
}
} else { // 받침이 안되는 자음이 오면 ㄸ 같은 이전까지 완성하고 다시시작
_makeHangul(i - 1);
stage = 1;
}
} else if (stage == 3) { // 종성이 하나 온 상태.
if (_isJong(code)) { // 또 종성이면 합칠수 있는지 본다.
if (!jong_joined && _isJongJoinable(previous_code, code)) { //합칠 수 있으면 계속 진행. 왜냐하면 이번에 온 자음이 다음 글자의 초성이 될 수도 있기 때문. 대신 이 기회는 한번만
jong_joined = true;
} else { //없으면 한글자 완성
_makeHangul(i - 1);
stage = 1; // 이 종성이 초성이 되고 중성부터 시작
}
} else if (_isCho(code)) { // 초성이면 한글자 완성.
_makeHangul(i - 1);
stage = 1; //이 글자가 초성이되므로 중성부터 시작
} else if (_isJung(code)) { // 중성이면 이전 종성은 이 중성과 합쳐지고 앞 글자는 받침이 없다.
_makeHangul(i - 2);
stage = 2;
}
} else if (stage == 4) { // 중성이 하나 온 상태
if (_isJung(code)) { //중성이 온 경우
if (_isJungJoinable(previous_code, code)) { //이전 중성과 합쳐질 수 있는 경우
_makeHangul(i);
stage = 0;
} else { //중성이 왔지만 못합치는 경우. ㅒㅗ 같은
_makeHangul(i - 1);
}
} else { // 아니면 자음이 온 경우.
_makeHangul(i - 1);
stage = 1;
}
} else if (stage == 5) { // 초성이 연속해서 두개 온 상태 ㄺ
if (_isJung(code)) { //이번에 중성이면 ㄹ가
_makeHangul(i - 2);
stage = 2;
} else {
_makeHangul(i - 1);
stage = 1;
}
}
previous_code = code;
}
_makeHangul(i - 1);
return result.join('');
};
var search = function (a, b) {
/* a 와 b 를 disassemble한 후 문자열로 반환해 ad, bd에 각각 저장 */
var ad = disassemble(a).join(''),
bd = disassemble(b).join('')
;
return ad.indexOf(bd); // ad 에서 bd가 포함되는 인덱스를 찾아 반환
};
var rangeSearch = function (haystack, needle) {
var hex = disassemble(haystack).join(''),
nex = disassemble(needle).join(''),
grouped = disassemble(haystack, true),
re = new RegExp(nex, 'gi'),
indices = [],
result;
if (!needle.length) return [];
while ((result = re.exec(hex))) {
indices.push(result.index);
}
function findStart(index) {
for (var i = 0, length = 0; i < grouped.length; ++i) {
length += grouped[i].length;
if (index < length) return i;
}
}
function findEnd(index) {
for (var i = 0, length = 0; i < grouped.length; ++i) {
length += grouped[i].length;
if (index + nex.length <= length) return i;
}
}
return indices.map(function (i) {
return [findStart(i), findEnd(i)];
});
};
function Searcher(string) {
this.string = string;
this.disassembled = disassemble(string).join('');
}
Searcher.prototype.search = function (string) {
return disassemble(string).join('').indexOf(this.disassembled);
};
/* string이 자음으로 끝나는지 확인 */
var endsWithConsonant = function (string) {
if (typeof string === 'object') {
string = string.join('');
}
var code = string.charCodeAt(string.length - 1);
if (_isHangul(code)) { // 완성된 한글이면
code -= HANGUL_OFFSET;
var jong = code % 28;
if (jong > 0) {
return true;
}
} else if (_isConsonant(code)) { //자음이면
return true;
}
return false;
};
/* string이 target 문자로 끝나는지 확인 */
var endsWith = function (string, target) {
return disassemble(string).pop() === target;
};
var hangul = {
disassemble: disassemble,
d: disassemble, // alias for disassemble
disassembleToString: disassembleToString,
ds: disassembleToString, // alias for disassembleToString
assemble: assemble,
a: assemble, // alias for assemble
search: search,
rangeSearch: rangeSearch,
Searcher: Searcher,
endsWithConsonant: endsWithConsonant,
endsWith: endsWith,
isHangul: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isHangul(c);
},
isComplete: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isHangul(c);
},
isConsonant: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isConsonant(c);
},
isVowel: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isJung(c);
},
isCho: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isCho(c);
},
isJong: function (c) {
if (typeof c === 'string')
c = c.charCodeAt(0);
return _isJong(c);
},
isHangulAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isHangul(str.charCodeAt(i))) return false;
}
return true;
},
isCompleteAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isHangul(str.charCodeAt(i))) return false;
}
return true;
},
isConsonantAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isConsonant(str.charCodeAt(i))) return false;
}
return true;
},
isVowelAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isJung(str.charCodeAt(i))) return false;
}
return true;
},
isChoAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isCho(str.charCodeAt(i))) return false;
}
return true;
},
isJongAll: function (str) {
if (typeof str !== 'string') return false;
for (var i = 0; i < str.length; i++) {
if (!_isJong(str.charCodeAt(i))) return false;
}
return true;
}
};
if (typeof define == 'function' && define.amd) {
define(function () {
return hangul;
});
} else if (typeof module !== 'undefined') {
module.exports = hangul;
} else {
window.Hangul = hangul;
}
})();
//=============================================================================
// * OMORI NAME INPUT HANGUL
//=============================================================================
Window_OmoriNameInputName.prototype.addHangul = function (character) {
let current_char = Hangul.d(this._text[this._textIndex])
let char = Hangul.a(current_char.concat([character]))
let result = true
if (char.length <= 1) {
this._text[this._textIndex] = char
}
else {
char = char.split("")
while (char.length > 0) {
const last_char = char.shift()
this._text[this._textIndex] = last_char
if (char.length > 0) {
this._textIndex = this._textIndex + 1
}
if (this._textIndex >= this._maxCharacters) {
this._textIndex = this._maxCharacters - 1
result = false
break;
}
}
}
this.refreshText()
return result
};
//=============================================================================
// * Back
//=============================================================================
Window_OmoriNameInputName.prototype.backHangul = function () {
const char = this._text[this._textIndex]
if (char === "") {
return this.back()
}
let dis = Hangul.d(this._text[this._textIndex])
dis.pop()
dis = Hangul.a(dis)
this._text[this._textIndex] = dis;
this.refreshText()
return true
};
//=============================================================================
// * VIRTUAL KEYBOARD
//=============================================================================
class VirtualKeyboard extends Window_Selectable {
initialize() {
const ww = Math.floor(Graphics.boxWidth / 1.2)
const hh = Math.floor(Graphics.boxHeight / 2.5)
const x = Graphics.boxWidth / 2 - ww / 2
const y = Graphics.boxHeight / 2 - hh / 2
super.initialize(x, y, ww, hh);
this._layoutType = "default"
this._isCaps = false
this.openness = 0
this.loadChineseLibrary()
this.refresh()
}
isOkEnabled() { return true }
isUsingCustomCursorRectSprite() { return true }
customCursorRectBitmapName() { return "name_cursor" }
customCursorRectXOffset() { return -12 }
add(char) {
switch (this.getLanguage()) {
case "KR":
return this._nameWindow.addHangul(char)
case "CH":
if (char === " ") { return false }
return this._candidateWindow.add(char)
default:
return this._nameWindow.add(char)
}
}
back() {
switch (this.getLanguage()) {
case "KR":
return this._nameWindow.backHangul()
case "CH":
return this._candidateWindow.back()
default:
return this._nameWindow.back()
}
}
confirmEntry() {
const entry = this._nameWindow.name()
if (entry.length > 0) {
if (entry.toLowerCase() === LanguageManager.getMessageData("XX_BLUE.OMOCAT").text.toLowerCase()) {
$gameSystem.unlockAchievement("YOU_THINK_YOU_RE_CLEVER_HUH")
}
if (new RegExp($gameSystem._badWords.join("|")).test(entry.toLowerCase())) { // YIN - Bad words check
//console.log("That's totally inappropriate");
this.playBuzzerSound();
return;
}
this.dispose()
this._nameWindow.close()
if (_TDS_.NameInput.params.nameVariableID > 0) {
$gameVariables.setValue(_TDS_.NameInput.params.nameVariableID, entry);
};
}
else {
this.playBuzzerSound();
}
}
getLanguage() {
return LanguageManager._language.toUpperCase()
}
loadChineseLibrary() {
const language = this.getLanguage()
if (language !== "CH") { return }
const fs = require("fs")
fs.readFile("./js/libs/pinyin.json", (err, data) => {
if (!!err) { throw new Error(err) }
this._pinyin = JSON.parse(data.toString())
this._candidateWindow = new Window_Candidate(0, this.height)
this.addChild(this._candidateWindow)
this.setHandler("pageup", () => {
this._candidateWindow.select(0)
this._candidateWindow.activate()
})
this.setHandler("pagedown", () => {
this._candidateWindow.select(0)
this._candidateWindow.activate()
})
this._candidateWindow.setHandler("cancel", () => {
this._candidateWindow.deactivate();
this._candidateWindow.deselect()
this.activate()
})
this._candidateWindow.setHandler("ok", () => {
this._candidateWindow.getCandidate()
this._candidateWindow.deselect()
this.activate()
})
this._candidateWindow.open()
})
}
processOk() {
const character = this.getCharacter();
if (!!VirtualKeyboard[character]) {
switch (character) {
case "{lock}":
case "{tradch}":
case "{simpch}":
SoundManager.playOk()
if (!!this._candidateWindow) {
this._candidateWindow.clearEntry()
}
this._isCaps = !this._isCaps
this._layoutType = !!this._isCaps ? "shift" : "default"
this.determineLayoutData()
this.refresh()
break;
case "{confirm}":
this.confirmEntry()
break;
case "{space}":
this._nameWindow.add(" ")
break;
case "{bksp}":
if (this.back()) {
SoundManager.playCancel()
}
break;
case "{larrow}":
SoundManager.playCursor()
this._nameWindow._textIndex = Math.max(this._nameWindow._textIndex - 1, 0)
this._nameWindow.refreshText()
break;
case "{rarrow}":
SoundManager.playCursor()
this._nameWindow._textIndex = Math.min(this._nameWindow._textIndex + 1, this._nameWindow._maxCharacters - 1)
this._nameWindow.refreshText()
break;
}
}
else {
if (this.add(character)) {
SoundManager.playOk()
}
else {
SoundManager.playBuzzer()
}
}
}
setup() {
this.activate()
this.select(0)
this.open()
}
dispose() {
this.deactivate()
this.close()
}
standardFontSize() { return 24 }
refresh() {
this.determineLayoutData();
super.refresh();
}
determineLayoutData() {
const language = this.getLanguage()
this._currentLayout = VirtualKeyboard[language][this._layoutType].map(l => l.split(" "))
this._layoutCols = 0
this._numberOfItems
for (let layout of this._currentLayout) {
if (this._layoutCols < layout.length) {
this._layoutCols = layout.length
}
}
this._currentLayout = this._currentLayout.map(l => {
let res = []
if (l.length >= this._layoutCols) { return l }
let missing_cols = Math.abs(l.length - this._layoutCols)
let back = []
let forward = []
for (let i = 0; i < missing_cols; i++) {
if (i % 2 === 0) {
back.push(" ")
}
else {
forward.push(" ")
}
}
return res.concat(back).concat(l).concat(forward)
})
}
maxItems() {
return this._layoutCols * this._currentLayout.length
}
maxCols() {
return this._layoutCols
}
getCharacter(index = this.index()) { return this._currentLayout[Math.floor(index / this.maxCols())][index % this.maxCols()] }
drawItem(index) {
const rect = this.itemRect(index)
let current_char = this.getCharacter(index)
if (!!VirtualKeyboard[current_char]) {
if (current_char === "{confirm}") {
this.changeTextColor(this.textColor(1))
}
current_char = VirtualKeyboard[current_char]
}
this.drawText(current_char, rect.x, rect.y, rect.width, "center")
this.resetTextColor()
}
}
VirtualKeyboard.EN = {
default: [
"` 1 2 3 4 5 6 7 8 9 0 - = {bksp}",
"q w e r t y u i o p [ ] \\",
"{lock} a s d f g h j k l ; '",
"z x c v b n m , . / {confirm} {space}"
],
shift: [
"~ ! @ # $ % ^ & * ( ) _ + {bksp}",
"Q W E R T Y U I O P { } |",
'{lock} A S D F G H J K L : "',
"Z X C V B N M < > ? {confirm} {space}",
]
}
VirtualKeyboard.JP = {
default: [
"1 2 3 4 5 6 7 8 9 0 - ^ \u00a5 {bksp}",
"\u305f \u3066 \u3044 \u3059 \u304b \u3093 \u306a \u306b \u3089 \u305b \u309b \u309c \u3080",
"{lock} \u3061 \u3068 \u3057 \u306f \u304D \u304f \u307e \u306e \u308a \u308c \u3051",
"\u3064 \u3055 \u305d \u3072 \u3053 \u307f \u3082 \u306d \u308b \u3081 {confirm} {space}"
],
shift: [
"! \" # $ % & ' ( ) \u0301 = ~ | {bksp}",
"\u305f \u3066 \u3043 \u3059 \u304b \u3093 \u306a \u306b \u3089 \u305b \u300c \u300d \u3080",
"{lock} \u3061 \u3068 \u3057 \u306f \u304D \u304f \u307e \u306e \u308a \u308c \u3051",
"\u3063 \u3055 \u305d \u3072 \u3053 \u307f \u3082 \u3001 \u3002 \u30fb {confirm} {space}"
],
}
VirtualKeyboard.KR = {
default: [
"` 1 2 3 4 5 6 7 8 9 0 - = {bksp} {rarrow} {larrow}",
"ㅂ ㅈ ㄷ ㄱ ㅅ ㅛ ㅕ ㅑ ㅐ ㅔ [ ] \u20a9",
"{lock} ㅁ ㄴ ㅇ ㄹ ㅎ ㅗ ㅓ ㅏ ㅣ ; '",
"ㅋ ㅌ ㅊ ㅍ ㅠ ㅜ ㅡ , . / {confirm} {space}"
],
shift: [
"~ ! @ # $ % ^ & * ( ) _ + {bksp}",
"ㅃ ㅉ ㄸ ㄲ ㅆ ㅛ ㅕ ㅑ ㅒ ㅖ { } |",
'{lock} ㅁ ㄴ ㅇ ㄹ ㅎ ㅗ ㅓ ㅏ ㅣ : "',
"ㅋ ㅌ ㅊ ㅍ ㅠ ㅜ ㅡ < > ? {confirm} {space}"
],
}
VirtualKeyboard.CH = {
default: [
"` 1 2 3 4 5 6 7 8 9 0 - = {bksp}",
"q w e r t y u i o p [ ] \\",
"{tradch} a s d f g h j k l ; '",
"z x c v b n m , . / {confirm} {space}"
],
shift: [
"~ \u3105 \u3109 \u02C7 \u02F4 \u3113 \u02CA \u02D9 \u311A \u311E \u3122 \u3126 + {bksp}",
"\u3106 \u310A \u310D \u3110 \u3114 \u3117 \u3127 \u311B \u311F \u3123 { } |",
'{simpch} \u3107 \u310B \u310E \u3111 \u3115 \u3118 \u3128 \u311C \u3120 \u3124 "',
"\u3108 \u310C \u310F \u3112 \u3116 \u3119 \u3129 \u311D \u3121 \u3125 {confirm} {space}",
]
}
// UNICODES
//VirtualKeyboard["{shift}"] = "\u21e7"
VirtualKeyboard["{lock}"] = "\u21eA"
VirtualKeyboard["{confirm}"] = "OK"//"\u23ce"
VirtualKeyboard["{space}"] = " "
VirtualKeyboard["{bksp}"] = "\u232b"
VirtualKeyboard["{rarrow}"] = "\u2192"
VirtualKeyboard["{larrow}"] = "\u2190"
VirtualKeyboard["{tradch}"] = "繁"
VirtualKeyboard["{simpch}"] = "简"
// ZHUYIN TO PINYIN
VirtualKeyboard.Z2P = {
"ㄅ": "b", "ㄆ": "p", "ㄇ": "m", "ㄈ": "f",
"ㄉ": "d", "ㄊ": "t", "ㄋ": "n", "ㄌ": "l",
"ㄍ": "g", "ㄎ": "k", "ㄏ": "h",
"ㄐ": "j", "ㄑ": "q", "ㄒ": "x",
"ㄓ": "zh", "ㄔ": "ch", "ㄕ": "sh", "ㄖ": "r",
"ㄗ": "z", "ㄘ": "c", "ㄙ": "s",
// Rhymes
"ㄚ": "a", "ㄛ": "o", "ㄜ": "e", "ㄝ": "e",
"ㄧ": "i", "ㄨ": "u", "ㄩ": "v",
"ㄞ": "ai", "ㄟ": "ei", "ㄦ": "er",
"ㄠ": "ao", "ㄡ": "ou",
"ㄢ": "an", "ㄣ": "en",
"ㄤ": "ang", "ㄥ": "eng",
"ㄨㄥ": "ong", "ㄧㄝ": "ie",
"ㄧㄡ": "iu", "ㄧㄣ": "in", "ㄧㄥ": "ing",
"ㄩㄝ": "ve",
"ㄨㄣ": "un", "ㄩㄣ": "vn", "ㄧㄚ": "ia",
"ㄨㄚ": "ua", "ㄨㄢ": "uan", "ㄩㄢ": "van",
"ㄨㄞ": "uai", "ㄨㄛ": "uo", "ㄩㄥ": "iong",
"ㄧㄤ": "iang", "ㄨㄤ": "uang", "ㄧㄢ": "ian",
"ㄧㄠ": "iao", "ㄨㄟ": "ui",
}
//=============================================================================
// * CANDIDATE WINDOW
//=============================================================================
Window_Candidate = class extends Window_HorzCommand {
initialize(x, y) {
super.initialize(x, y)
this.openness = 0
this.deactivate()
this.deselect()
this._entry = ""
}
clearEntry() {
this._entry = ""
this.refresh()
}
isUsingCustomCursorRectSprite() { return true }
customCursorRectBitmapName() { return "name_cursor" }
customCursorRectXOffset() { return -12 }
windowWidth() { return SceneManager._scene._virtualKeyboard.width }
windowHeight() { return super.windowHeight() + this.lineHeight() * 2 }
maxCols() { return 8 }
z2p(entry) {
if (!SceneManager._scene._virtualKeyboard._isCaps) { return entry }
let zhuyin_arr = entry.split("")
let zhuyin_index = 0
let converted_string = ""
while (zhuyin_index < zhuyin_arr.length) {
let doubleChar = `${zhuyin_arr[zhuyin_index]}${zhuyin_arr[zhuyin_index + 1]}`
let singleChar = `${zhuyin_arr[zhuyin_index]}`
if (!!VirtualKeyboard.Z2P[doubleChar]) {
converted_string += VirtualKeyboard.Z2P[doubleChar]
zhuyin_index += 2
}
else if (!!VirtualKeyboard.Z2P[singleChar]) {
converted_string += VirtualKeyboard.Z2P[singleChar]
zhuyin_index += 1
}
else {
console.log("CHAR NOT FOUND!", singleChar, doubleChar)
zhuyin_index += 1
}
}
return converted_string
}
maxPageRows() { return 2 }
makeCommandList() {
let input = this.z2p(this._entry)
const dictionary = SceneManager._scene._virtualKeyboard._pinyin
if (!dictionary[input]) { return; }
const candidates = dictionary[input].split("")
for (const candidate of candidates) {
this.addCommand(candidate, "candidate")
}
}
getCandidate() {
let candidate = this._list[this.index()]
if (!candidate) { return SoundManager.playBuzzer() }
candidate = candidate.name
SceneManager._scene._nameInputNameWindow.add(candidate)
this._entry = ""
this.refresh()
}
add(char) {
this._entry += char
this.refresh()
return true
}
back() {
if (this._entry.length <= 0) {
return SceneManager._scene._nameInputNameWindow.back()
}
this._entry = this._entry.split("")
this._entry.pop()
this._entry = this._entry.join("")
this.refresh()
return true
}
refresh() {
super.refresh()
this.drawText(this._entry, 0, 0, this.contents.width, "left")
}
itemRect(index) {
const rect = super.itemRect(index)
rect.y += rect.height
return rect
}
drawItem(index) {
const rect = this.itemRect(index)
this.drawText(this.commandName(index), rect.x, rect.y, rect.width, "center")
}
setup() {
this.select(0)
this.activate()
}
}