RPG Maker VX Ace
Marshal Dumpable Bitmap Data
Here's a hypothetical question:
Let's say you want to store screenshots of the travels of your protagonists. You know, to display during the end credits. Or you want to show a little screenshot on the save menu. Maybe you'd like to customize your character's appearance in some way by allowing people to directly draw on them.
But wait! You can't use Marshal.dump on these images! This means that next time the save file is loaded, the image gets lost because it couldn't be stored with your save game. What to do now?
Well, luckily, I've come with a solution. By directly taking the image data from the bitmap, I can actually use Marshal.dump to store it.
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Demo (1.61 MB, 425 times downloaded)
When you have your Bitmap data ready, you can create a new BitmapData object by using it as its argument.
Example:
bitmap = Bitmap.new(16, 16) color1 = Color.new(255, 0, 0, 255) color2 = Color.new(0, 0, 255, 255) bitmap.gradient_fill_rect(0, 0, 16, 16, color1, color2) bitmap_data = CXJ::BitmapData.new(bitmap)
The BitmapData class is encapsulated in the CXJ module, to avoid any potential conflicts with other scripts.
To retrieve the bitmap data again, you can use the load_bitmap method. Do note that the sizes must match, otherwise there might be a conflict. To simplify this process however, I've also added a method to the BitmapData class called bitmap, which automatically creates a Bitmap object with the correct size, after which the data is injected.
Example:
bitmap = Bitmap.new(bitmap_data.width, bitmap_data.height) bitmap.load_data(bitmap_data)
bitmap = bitmap_data.bitmap
Both practically do the same.
- Tsukihime (Original code to retrieve bitmap data, who might have gotten it from another script)
#============================================================================== # # GaryCXJk - Marshal Dumpable Bitmap Data v1.00 # * Last Updated: 2012.12.28 # * Level: Medium # * Requires: N/A # # Aditional credits: # * Tsukihime # #============================================================================== $imported = {} if $imported.nil? $imported["CXJ-MarshalDumpableBitmapData"] = true #============================================================================== # # Changelog: # #------------------------------------------------------------------------------ # 2012.12.28 - v1.00 # # * Initial release # #============================================================================== # # Here's a hypothetical question: # # Let's say you want to store screenshots of the travels of your protagonists. # You know, to display during the end credits. Or you want to show a little # screenshot on the save menu. Maybe you'd like to customize your character's # appearance in some way by allowing people to directly draw on them. # # But wait! You can't use Marshal.dump on these images! This means that next # time the save file is loaded, the image gets lost because it couldn't be # stored with your save game. What to do now? # # Well, luckily, I've come with a solution. By directly taking the image data # from the bitmap, I can actually use Marshal.dump to store it. # #============================================================================== # # Installation: # # Make sure to put this below Materials, but above Main Process. # #============================================================================== # Usage: # # When you have your Bitmap data ready, you can create a new BitmapData object # by using it as its argument. # # Example: # # bitmap = Bitmap.new(16, 16) # color1 = Color.new(255, 0, 0, 255) # color2 = Color.new(0, 0, 255, 255) # bitmap.gradient_fill_rect(0, 0, 16, 16, color1, color2) # bitmap_data = CXJ::BitmapData.new(bitmap) # # The BitmapData class is encapsulated in the CXJ module, to avoid any # potential conflicts with other scripts. # # To retrieve the bitmap data again, you can use the load_bitmap method. Do # note that the sizes must match, otherwise there might be a conflict. To # simplify this process however, I've also added a method to the BitmapData # class called bitmap, which automatically creates a Bitmap object with the # correct size, after which the data is injected. # # Example: # # bitmap = Bitmap.new(bitmap_data.width, bitmap_data.height) # bitmap.load_data(bitmap_data) # # bitmap = bitmap_data.bitmap # # Both practically do the same. # #============================================================================== # # License: # # Creative Commons Attribution 3.0 Unported # # The complete license can be read here: # http://creativecommons.org/licenses/by/3.0/legalcode # # The license as it is described below can be read here: # http://creativecommons.org/licenses/by/3.0/deed # # You are free: # # to Share — to copy, distribute and transmit the work # to Remix — to adapt the work # to make commercial use of the work # # Under the following conditions: # # Attribution — You must attribute the work in the manner specified by the # author or licensor (but not in any way that suggests that they endorse you or # your use of the work). # # With the understanding that: # # Waiver — Any of the above conditions can be waived if you get permission from # the copyright holder. # # Public Domain — Where the work or any of its elements is in the public domain # under applicable law, that status is in no way affected by the license. # # Other Rights — In no way are any of the following rights affected by the # license: # # * Your fair dealing or fair use rights, or other applicable copyright # exceptions and limitations; # * The author's moral rights; # * Rights other persons may have either in the work itself or in how the work # is used, such as publicity or privacy rights. # # Notice — For any reuse or distribution, you must make clear to others the # license terms of this work. The best way to do this is with a link to this # web page. # #------------------------------------------------------------------------------ # Extra notes: # # Despite what the license tells you, I will not hunt down anybody who doesn't # follow the license in regards to giving credits. However, as it is common # courtesy to actually do give credits, it is recommended that you do. # # As I picked this license, you are free to share this script through any # means, which includes hosting it on your own website, selling it on eBay and # hang it in the bathroom as toilet paper. Well, not selling it on eBay, that's # a dick move, but you are still free to redistribute the work. # # Yes, this license means that you can use it for both non-commercial as well # as commercial software. # # You are free to pick the following names when you give credit: # # * GaryCXJk # * Gary A.M. Kertopermono # * G.A.M. Kertopermono # * GARYCXJK # # Personally, when used in commercial games, I prefer you would use the second # option. Not only will it actually give me more name recognition in real # life, which also works well for my portfolio, it will also look more # professional. Also, do note that I actually care about capitalization if you # decide to use my username, meaning, capital C, capital X, capital J, lower # case k. Yes, it might seem stupid, but it's one thing I absolutely care # about. # # Finally, if you want my endorsement for your product, if it's good enough # and I have the game in my posession, I might endorse it. Do note that if you # give me the game for free, it will not affect my opinion of the game. It # would be nice, but if I really did care for the game I'd actually purchase # it. Remember, the best way to get any satisfaction is if you get people to # purchase the game, so in a way, I prefer it if you don't actually give me # a free copy. # # This script was originally hosted on: # http://area91.multiverseworks.com # # Don't forget to also credit: # * Tsukihime (Original code to retrieve bitmap data, who might have gotten it # from another script) # #============================================================================== # # The code below should not be altered unless you know what you're doing. # #============================================================================== #============================================================================== # ** CXJ::BitmapData #------------------------------------------------------------------------------ # This class acts like a container for the bitmap data. #============================================================================== module CXJ class BitmapData #-------------------------------------------------------------------------- # * Initialization #-------------------------------------------------------------------------- def initialize(bmp) @width = bmp.width @height = bmp.height @data = bmp.dumpable_data end #-------------------------------------------------------------------------- # * Image Width #-------------------------------------------------------------------------- def width @width end #-------------------------------------------------------------------------- # * Image Height #-------------------------------------------------------------------------- def height @height end #-------------------------------------------------------------------------- # * Bitmap Data #-------------------------------------------------------------------------- def data @data end #-------------------------------------------------------------------------- # * Bitmap Created From Bitmap Data #-------------------------------------------------------------------------- def bitmap bmp = Bitmap.new(width, height) bmp.load_data(self) bmp end end end #============================================================================== # ** Bitmap #------------------------------------------------------------------------------ # The bitmap class. Bitmaps represent images. # Sprites (Sprite) and other objects must be used to display bitmaps onscreen. #============================================================================== class Bitmap #-------------------------------------------------------------------------- # * New: Pointer To Bitmap Data #-------------------------------------------------------------------------- def pointer_data rdata_ptr = DL::CPtr.new((object_id<<1)+16, 4)[0, 4].unpack('I')[0] bm_info_ptr = DL::CPtr.new(rdata_ptr+8, 4)[0, 4].unpack('I')[0] bm_data_ptr = DL::CPtr.new(bm_info_ptr+12, 4)[0, 4].unpack('I')[0] data = DL::CPtr.new(bm_data_ptr-((height-1)*width*4)) data end #-------------------------------------------------------------------------- # * New: Dumpable Bitmap Data #-------------------------------------------------------------------------- def dumpable_data pointer_data[0, height * width * 4] end #-------------------------------------------------------------------------- # * New: Fill Bitmap With Bitmap Data #-------------------------------------------------------------------------- def load_data(bitmap_data) raise("No BitmapData is supplied.") if !bitmap_data.instance_of?(CXJ::BitmapData) raise("Size does not match.") if width != bitmap_data.width || height != bitmap_data.height pointer_data[0, height * width * 4] = bitmap_data.data end end