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Diff Revisions 1085 vs 1086 for /s2s/data/7AD6803FKBBC9A4E4CSAF66EFC2E93FF462D.json

Diff revisions: vs.
  @@ -6,10 +6,10 @@
6 6 "name": "Component_LayoutSceneBehavior",
7 7 "type": "game_script",
8 8 "order": 1,
9 - "content": "# ===================================================================\n#\n# Script: Component_LayoutSceneBehavior \n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_LayoutSceneBehavior extends gs.Component_SceneBehavior\n # @objectCodecBlackList = [\"objectManager\"]\n ###*\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_LayoutSceneBehavior\n * @extends gs.Component_SceneBehavior\n * @memberof gs\n ###\n constructor: ->\n super()\n \n @objectManager = SceneManager\n @layout = null\n @resourceContext = null\n \n ###*\n * Initializes the scene. \n *\n * @method initialize\n ### \n initialize: ->\n super\n \n @resourceContext = ResourceManager.createContext()\n ResourceManager.context = @resourceContext\n \n if not @object.layoutData?\n @object.layoutData = { \"type\": \"ui.FreeLayout\", \"controls\": [], \"frame\": [0, 0, 1, 1] }\n \n LanguageManager.loadBundles()\n \n ###*\n * Disposes the scene. \n *\n * @method dispose\n ###\n dispose: ->\n super\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ### \n prepareData: ->\n gs.ObjectManager.current = @objectManager\n \n if not GameManager.initialized\n GameManager.initialize()\n \n @dataFields = ui.UiFactory.dataSources[@object.layoutData.dataSource || \"default\"]()\n window.$dataFields = @dataFields\n @music = ui.Component_FormulaHandler.fieldValue(@object, @object.layoutData.music)\n AudioManager.loadMusic(@music)\n @prepareTransition(RecordManager.system.menuTransition)\n \n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n ResourceLoader.loadUiLayoutGraphics(@object.layoutData)\n \n if @dataFields?\n ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\")\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n ### \n prepareVisual: ->\n scale = Graphics.scale\n vocab = RecordManager.vocabulary\n\n if not @layout?\n @dataObject = {}\n @layout = ui.UiFactory.createFromDescriptor(@object.layoutData, @object)\n \n if @music?\n AudioManager.changeMusic(@music, 30)\n\n \n @layout.ui.prepare()\n @layout.ui.appear()\n @layout.update()\n \n @transition()\n \n if SceneManager.previousScenes.length == 0\n if GameManager.tempFields.isExitingGame\n GameManager.tempFields.isExitingGame = no\n gs.GameNotifier.postResetSceneChange(@object.layoutName)\n else\n gs.GameNotifier.postSceneChange(@object.layoutName)\n \n ###*\n * Updates the scene's content.\n *\n * @method updateContent\n ### \n updateContent: ->\n GameManager.update()\n Graphics.viewport.update()\n \n ###*\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n ### \n show: (visible) ->\n if visible\n ResourceManager.context = @resourceContext\n @layout.visible = visible\n @layout.update()\n @objectManager.active = visible\n if visible\n gs.ObjectManager.current = SceneManager #@objectManager\n #@objectManager.update()\n \n ###*\n * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method fullRefreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n ### \n fullRefreshObject: (sender, object) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, object)\n object?.fullRefresh()\n \n ###*\n * Action method which triggers a refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method refreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n ### \n refreshObject: (sender, object) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, object)\n object?.needsUpdate = true\n \n addStyle: (sender, style) ->\n styleObject = ui.UIManager.styles[style]\n styleObject?.apply(sender)\n sender.needsUpdate = yes\n if styleObject?.font\n sender.behavior.refresh()\n \n removeStyle: (sender, style) -> \n styleObject = ui.UIManager.styles[style]\n styleObject?.revert(sender)\n sender.descriptor.styles.remove(style)\n \n for s in sender.descriptor.styles\n ui.UIManager.styles[s]?.apply(sender)\n sender.needsUpdate = yes\n if styleObject?.font\n sender.behavior.refresh()\n \n \n \n ###*\n * Action method which executes the specified bindings.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object[]} params - An array of binding-definitions.\n ### \n executeBindings: (sender, bindings) ->\n for binding in bindings\n ui.Component_FormulaHandler.executeBinding(sender, binding)\n \n return null\n \n ###*\n * Action method which executes the specified formulas.\n *\n * @method executeFormulas\n * @param {gs.Object_Base} sender - The sender object.\n * @param {ui.Formula[]} params - An array of formula-definitions.\n ### \n executeFormulas: (sender, formulas) ->\n for formula in formulas\n ui.Component_FormulaHandler.executeFormula(sender, formula)\n \n ###*\n * Action method which executes an animation on a specified target game object.\n *\n * @method executeAnimation\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains target-id and animations: { target, animations }\n ### \n executeAnimation: (sender, params) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, params.target)\n animation = object?.animations.first (a) -> a.event == params.event\n \n if animation and object\n object.animationExecutor.execute(animation)\n \n ###*\n * Action method which emits the specified event.\n *\n * @method emitEvent\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains event name, source and data.\n * <ul>\n * <li>params.name - The name of the event to emit</li>\n * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n * <li>params.data - An object containing additional event specific data.</li>\n * </ul>\n ### \n emitEvent: (sender, params) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, params.source)\n object?.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data))\n \n ###*\n * Action method which changes the game's aspect ratio.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - If <b>true</b> the game screen will stretched so that it fills the entire screen\n * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n * be a binding-expression.\n ###\n adjustAspectRatio: (sender, adjust) ->\n adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust)\n \n GameManager.settings.adjustAspectRatio = adjust\n Graphics.keepRatio = !adjust\n Graphics.onResize()\n \n ###*\n * Action method which enters fullscreen mode.\n *\n * @method enterFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n ###\n enterFullScreen: (sender, params) -> \n gs.Graphics.enterFullscreen()\n GameManager.settings.fullScreen = Graphics.isFullscreen()\n \n \n ###*\n * Action method which leaves fullscreen mode.\n *\n * @method leaveFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n ###\n leaveFullScreen: -> \n gs.Graphics.leaveFullscreen()\n GameManager.settings.fullScreen = Graphics.isFullscreen()\n \n ###*\n * Action method which toggles between window and fullscreen mode.\n *\n * @method toggleFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>\n ###\n toggleFullScreen: (sender, params) ->\n if gs.Graphics.isFullscreen()\n gs.Graphics.leaveFullscreen()\n else\n gs.Graphics.enterFullscreen()\n\n GameManager.settings.fullScreen = gs.Graphics.isFullscreen()\n \n ###*\n * Action method which plays the specified sound.\n *\n * @method playSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The sound to play.\n ###\n playSound: (sender, params) ->\n AudioManager.loadSound(params)\n AudioManager.playSound(params)\n \n ###*\n * Action method which plays the specified voice.\n *\n * @method playVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The voice to play.\n ###\n playVoice: (sender, params) ->\n AudioManager.loadSound(params)\n AudioManager.playVoice(params)\n \n \n ###*\n * Action method which turns voice on or off.\n *\n * @method turnOnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffVoice: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnVoice() else @turnOffVoice()\n \n ###*\n * Action method which turns music on or off.\n *\n * @method turnOnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffMusic: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnMusic() else @turnOffMusic()\n \n ###*\n * Action method which turns sound on or off.\n *\n * @method turnOnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffSound: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnSound() else @turnOffSound()\n \n ###*\n * Action method which turns off voice.\n *\n * @method turnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffVoice: ->\n AudioManager.stopAllVoices()\n \n ###*\n * Action method which turns off music.\n *\n * @method turnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffMusic: ->\n AudioManager.stopMusic()\n \n ###*\n * Action method which turns off sound.\n *\n * @method turnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffSound: ->\n AudioManager.stopAllSounds()\n \n ###*\n * Action method which turns on voice.\n *\n * @method turnOnVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnVoice: ->\n \n ###*\n * Action method which turns on sound.\n *\n * @method turnOnSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnSound: ->\n \n ###*\n * Action method which turns on music.\n *\n * @method turnOnMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnMusic: ->\n AudioManager.resumeMusic()\n \n ###*\n * Action method which selects the specified language.\n *\n * @method selectLanguage\n * @param {gs.Object_Base} sender - The sender object.\n * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n ### \n selectLanguage: (sender, params)->\n language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)]\n LanguageManager.selectLanguage(language)\n \n ###*\n * Action method which resets global data storage.\n *\n * @method resetGlobalData\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n resetGlobalData: (sender) -> \n GameManager.resetGlobalData()\n \n ###*\n * Action method which saves game settings.\n *\n * @method saveSettings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n saveSettings: (sender) -> GameManager.saveSettings()\n \n ###*\n * Action method which prepares the game for saving by taking a snapshot of the current game state\n * and storing it in GameManager.saveGame.\n *\n * @method prepareSaveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n prepareSaveGame: (sender, params) ->\n GameManager.prepareSaveGame(params?.snapshot)\n \n ###*\n * Action method which saves the current game at the specified save slot.\n *\n * @method saveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be saved.\n * <ul>\n * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n * </ul>\n ### \n saveGame: (sender, params) -> GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n \n ###*\n * Action method which loads the game from the specified save slot.\n *\n * @method loadGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be loaded from.\n * <ul>\n * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n * </ul>\n ### \n loadGame: (sender, params) ->\n GameManager.tempSettings.skip = no\n GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n \n ###*\n * Action method which starts a new game.\n *\n * @method newGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n ### \n newGame: (sender, params) ->\n AudioManager.stopAllMusic(30)\n GameManager.newGame()\n \n scene = new vn.Object_Scene()\n SceneManager.clear()\n SceneManager.switchTo(scene)\n \n ###*\n * Action method which exists the current game. It doesn't change the scene and\n * should be called before switching back to the title screen or main menu.\n *\n * @method exitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n ### \n exitGame: (sender, params) ->\n GameManager.exitGame()\n \n ###*\n * Action method which switches to another scene.\n *\n * @method switchScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the class name of the scene to switch to.\n * <ul>\n * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n * </ul>\n ### \n switchScene: (sender, params) ->\n f = =>\n if params.clear\n SceneManager.clear()\n \n scene = new vn[params.name]()\n SceneManager.switchTo(scene, params.savePrevious)\n \n if !params.savePrevious\n @layout.ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which switches to another game scene.\n *\n * @method switchGameScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the UID of the scene to switch to.\n * <ul>\n * <li>params.uid - The UID of the scene to switch to.</li>\n * </ul>\n ### \n switchGameScene: (sender, params) ->\n f = =>\n if params.clear\n SceneManager.clear()\n \n uid = params.uid\n if params.name\n sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\")\n sceneDocument = sceneDocuments.first (d) -> d.items.name == params.name\n if sceneDocument\n uid = sceneDocument.uid\n \n sceneData = uid: uid, pictures: [], texts: []\n GameManager.sceneData = sceneData\n newScene = new vn.Object_Scene()\n newScene.sceneData = sceneData\n \n SceneManager.switchTo(newScene, params.savePrevious)\n \n if !params.savePrevious\n (@layout||@object.layout).ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which switches to another layout.\n *\n * @method switchLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the name of the layout to switch to.\n * <ul>\n * <li>params.name - The name of the layout to switch to.</li>\n * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n * that it can be restored using <i>returnToPrevious</i> action.</li>\n * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n * or a direct object. Optional.</li>\n * </ul>\n ### \n switchLayout: (sender, layout) ->\n f = =>\n Graphics.freeze()\n if layout.clear\n SceneManager.clear()\n \n scene = new gs.Object_Layout(layout.name)\n \n dataFields = sender.dataFields\n if typeof layout.dataFields == \"string\"\n dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields)\n else if layout.dataFields?\n dataFields = layout.dataFields\n \n scene.dataFields = dataFields\n scene.controllers = layout.controllers\n \n if layout.senderData?\n for senderField in layout.senderData\n scene[senderField] = sender[senderField]\n SceneManager.switchTo(scene, layout.savePrevious, layout.stack)\n \n if !layout.savePrevious\n (@layout||@object.layout).ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n *\n * @method previousLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n previousLayout: (sender) ->\n SceneManager.returnToPrevious()\n \n ###*\n * Action method which disposes the specified control.\n *\n * @method disposeControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n ### \n disposeControl: (sender, id) ->\n control = @objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id))\n \n \n control?.ui.disappear (sender) -> sender.dispose()\n \n ###*\n * Action method which creates a new control from the specified descriptor.\n *\n * @method createControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Contains the descriptor and other data needed to construct the control.\n * <ul>\n * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n * <li>params.parent - A binding-expression which returns the control's parent.</li>\n * <li>params.senderData - An object containing additional data merged into the control object.</li>\n * </ul>\n ### \n createControl: (sender, data) ->\n if typeof data.descriptor == \"string\"\n descriptor = ui.UIManager.customTypes[data.descriptor]\n else\n descriptor = data.descriptor\n \n \n parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent)\n control = ui.UiFactory._createFromDescriptor(descriptor, parent ? @object)\n \n if data.senderData?\n for fieldName in data.senderData\n control[fieldName] = sender[fieldName]\n control.ui.prepare()\n control.ui.appear()\n \n return control\n \n ###*\n * Action method which quits the game.\n *\n * @method quitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Can be <b>null</b>.\n ### \n quitGame: (sender, data) ->\n SceneManager.switchTo(null)\n \n \n \ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior",
9 + "content": "# ===================================================================\n#\n# Script: Component_LayoutSceneBehavior \n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_LayoutSceneBehavior extends gs.Component_SceneBehavior\n # @objectCodecBlackList = [\"objectManager\"]\n ###*\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_LayoutSceneBehavior\n * @extends gs.Component_SceneBehavior\n * @memberof gs\n ###\n constructor: ->\n super()\n \n @objectManager = SceneManager\n @layout = null\n @resourceContext = null\n \n ###*\n * Initializes the scene. \n *\n * @method initialize\n ### \n initialize: ->\n super\n \n @resourceContext = ResourceManager.createContext()\n ResourceManager.context = @resourceContext\n \n if not @object.layoutData?\n @object.layoutData = { \"type\": \"ui.FreeLayout\", \"controls\": [], \"frame\": [0, 0, 1, 1] }\n \n LanguageManager.loadBundles()\n \n ###*\n * Disposes the scene. \n *\n * @method dispose\n ###\n dispose: ->\n super\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ### \n prepareData: ->\n gs.ObjectManager.current = @objectManager\n \n if not GameManager.initialized\n GameManager.initialize()\n \n @dataFields = ui.UiFactory.dataSources[@object.layoutData.dataSource || \"default\"]()\n window.$dataFields = @dataFields\n @music = ui.Component_FormulaHandler.fieldValue(@object, @object.layoutData.music)\n AudioManager.loadMusic(@music)\n @prepareTransition(RecordManager.system.menuTransition)\n \n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n ResourceLoader.loadUiLayoutGraphics(@object.layoutData)\n \n if @dataFields?\n ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\")\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n ### \n prepareVisual: ->\n scale = Graphics.scale\n vocab = RecordManager.vocabulary\n\n if not @layout?\n @dataObject = {}\n @layout = ui.UiFactory.createFromDescriptor(@object.layoutData, @object)\n \n if @music?\n AudioManager.changeMusic(@music, 30)\n\n \n @layout.ui.prepare()\n @layout.ui.appear()\n @layout.update()\n \n @transition()\n \n if SceneManager.previousScenes.length == 0\n if GameManager.tempFields.isExitingGame\n GameManager.tempFields.isExitingGame = no\n gs.GameNotifier.postResetSceneChange(@object.layoutName)\n else\n gs.GameNotifier.postSceneChange(@object.layoutName)\n \n ###*\n * Updates the scene's content.\n *\n * @method updateContent\n ### \n updateContent: ->\n GameManager.update()\n Graphics.viewport.update()\n \n ###*\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n ### \n show: (visible) ->\n if visible\n ResourceManager.context = @resourceContext\n @layout.visible = visible\n @layout.update()\n @objectManager.active = visible\n if visible\n gs.ObjectManager.current = SceneManager #@objectManager\n #@objectManager.update()\n \n ###*\n * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method fullRefreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n ### \n fullRefreshObject: (sender, object) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, object)\n object?.fullRefresh()\n \n ###*\n * Action method which triggers a refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method refreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n ### \n refreshObject: (sender, object) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, object)\n object?.needsUpdate = true\n \n addStyle: (sender, style) ->\n styleObject = ui.UIManager.styles[style]\n styleObject?.apply(sender)\n sender.needsUpdate = yes\n if styleObject?.font\n sender.behavior.refresh()\n \n removeStyle: (sender, style) -> \n styleObject = ui.UIManager.styles[style]\n styleObject?.revert(sender)\n sender.descriptor.styles.remove(style)\n \n for s in sender.descriptor.styles\n ui.UIManager.styles[s]?.apply(sender)\n sender.needsUpdate = yes\n if styleObject?.font\n sender.behavior.refresh()\n \n \n \n ###*\n * Action method which executes the specified bindings.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object[]} params - An array of binding-definitions.\n ### \n executeBindings: (sender, bindings) ->\n for binding in bindings\n ui.Component_FormulaHandler.executeBinding(sender, binding)\n \n return null\n \n ###*\n * Action method which executes the specified formulas.\n *\n * @method executeFormulas\n * @param {gs.Object_Base} sender - The sender object.\n * @param {ui.Formula[]} params - An array of formula-definitions.\n ### \n executeFormulas: (sender, formulas) ->\n for formula in formulas\n ui.Component_FormulaHandler.executeFormula(sender, formula)\n \n ###*\n * Action method which executes an animation on a specified target game object.\n *\n * @method executeAnimation\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains target-id and animations: { target, animations }\n ### \n executeAnimation: (sender, params) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, params.target)\n animation = object?.animations.first (a) -> a.event == params.event\n \n if animation and object\n object.animationExecutor.execute(animation)\n \n ###*\n * Action method which emits the specified event.\n *\n * @method emitEvent\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains event name, source and data.\n * <ul>\n * <li>params.name - The name of the event to emit</li>\n * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n * <li>params.data - An object containing additional event specific data.</li>\n * </ul>\n ### \n emitEvent: (sender, params) ->\n object = ui.Component_FormulaHandler.fieldValue(sender, params.source)\n object?.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data))\n \n ###*\n * Action method which changes the game's aspect ratio.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - If <b>true</b> the game screen will stretched so that it fills the entire screen\n * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n * be a binding-expression.\n ###\n adjustAspectRatio: (sender, adjust) ->\n adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust)\n \n GameManager.settings.adjustAspectRatio = adjust\n Graphics.keepRatio = !adjust\n Graphics.onResize()\n \n ###*\n * Action method which enters fullscreen mode.\n *\n * @method enterFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n ###\n enterFullScreen: (sender, params) -> \n gs.Graphics.enterFullscreen()\n GameManager.settings.fullScreen = Graphics.isFullscreen()\n \n \n ###*\n * Action method which leaves fullscreen mode.\n *\n * @method leaveFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n ###\n leaveFullScreen: -> \n gs.Graphics.leaveFullscreen()\n GameManager.settings.fullScreen = Graphics.isFullscreen()\n \n ###*\n * Action method which toggles between window and fullscreen mode.\n *\n * @method toggleFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>\n ###\n toggleFullScreen: (sender, params) ->\n if gs.Graphics.isFullscreen()\n gs.Graphics.leaveFullscreen()\n else\n gs.Graphics.enterFullscreen()\n\n GameManager.settings.fullScreen = gs.Graphics.isFullscreen()\n \n ###*\n * Action method which plays the specified sound.\n *\n * @method playSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The sound to play.\n ###\n playSound: (sender, params) ->\n AudioManager.loadSound(params)\n AudioManager.playSound(params)\n \n ###*\n * Action method which plays the specified voice.\n *\n * @method playVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The voice to play.\n ###\n playVoice: (sender, params) ->\n AudioManager.loadSound(params)\n AudioManager.playVoice(params)\n \n \n ###*\n * Action method which turns voice on or off.\n *\n * @method turnOnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffVoice: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnVoice() else @turnOffVoice()\n \n ###*\n * Action method which turns music on or off.\n *\n * @method turnOnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffMusic: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnMusic() else @turnOffMusic()\n \n ###*\n * Action method which turns sound on or off.\n *\n * @method turnOnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n ### \n turnOnOffSound: (sender, state) ->\n if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnSound() else @turnOffSound()\n \n ###*\n * Action method which turns off voice.\n *\n * @method turnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffVoice: ->\n AudioManager.stopAllVoices()\n \n ###*\n * Action method which turns off music.\n *\n * @method turnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffMusic: ->\n AudioManager.stopMusic()\n \n ###*\n * Action method which turns off sound.\n *\n * @method turnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOffSound: ->\n AudioManager.stopAllSounds()\n \n ###*\n * Action method which turns on voice.\n *\n * @method turnOnVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnVoice: ->\n \n ###*\n * Action method which turns on sound.\n *\n * @method turnOnSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnSound: ->\n \n ###*\n * Action method which turns on music.\n *\n * @method turnOnMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n ### \n turnOnMusic: ->\n AudioManager.resumeMusic()\n \n ###*\n * Action method which selects the specified language.\n *\n * @method selectLanguage\n * @param {gs.Object_Base} sender - The sender object.\n * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n ### \n selectLanguage: (sender, params)->\n language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)]\n LanguageManager.selectLanguage(language)\n \n ###*\n * Action method which resets global data storage.\n *\n * @method resetGlobalData\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n resetGlobalData: (sender) -> \n GameManager.resetGlobalData()\n \n ###*\n * Action method which saves game settings.\n *\n * @method saveSettings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n saveSettings: (sender) -> GameManager.saveSettings()\n \n ###*\n * Action method which prepares the game for saving by taking a snapshot of the current game state\n * and storing it in GameManager.saveGame.\n *\n * @method prepareSaveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n prepareSaveGame: (sender, params) ->\n GameManager.prepareSaveGame(params?.snapshot)\n \n ###*\n * Action method which saves the current game at the specified save slot.\n *\n * @method saveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be saved.\n * <ul>\n * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n * </ul>\n ### \n saveGame: (sender, params) -> GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n \n ###*\n * Action method which loads the game from the specified save slot.\n *\n * @method loadGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be loaded from.\n * <ul>\n * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n * </ul>\n ### \n loadGame: (sender, params) ->\n GameManager.tempSettings.skip = no\n GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n \n ###*\n * Action method which starts a new game.\n *\n * @method newGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n ### \n newGame: (sender, params) ->\n AudioManager.stopAllMusic(30)\n GameManager.newGame()\n \n scene = new vn.Object_Scene()\n SceneManager.clear()\n SceneManager.switchTo(scene)\n \n ###*\n * Action method which exists the current game. It doesn't change the scene and\n * should be called before switching back to the title screen or main menu.\n *\n * @method exitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n ### \n exitGame: (sender, params) ->\n GameManager.exitGame()\n \n ###*\n * Action method which switches to another scene.\n *\n * @method switchScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the class name of the scene to switch to.\n * <ul>\n * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n * </ul>\n ### \n switchScene: (sender, params) ->\n f = =>\n if params.clear\n SceneManager.clear()\n \n scene = new vn[params.name]()\n SceneManager.switchTo(scene, params.savePrevious)\n \n if !params.savePrevious\n @layout.ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which switches to another game scene.\n *\n * @method switchGameScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the UID of the scene to switch to.\n * <ul>\n * <li>params.uid - The UID of the scene to switch to.</li>\n * </ul>\n ### \n switchGameScene: (sender, params) ->\n f = =>\n if params.clear\n SceneManager.clear()\n \n uid = params.uid\n if params.name\n sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\")\n sceneDocument = sceneDocuments.first (d) -> d.items.name == params.name\n if sceneDocument\n uid = sceneDocument.uid\n \n sceneData = uid: uid, pictures: [], texts: []\n GameManager.sceneData = sceneData\n newScene = new vn.Object_Scene()\n newScene.sceneData = sceneData\n \n SceneManager.switchTo(newScene, params.savePrevious)\n \n if !params.savePrevious\n (@layout||@object.layout).ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which switches to another layout.\n *\n * @method switchLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the name of the layout to switch to.\n * <ul>\n * <li>params.name - The name of the layout to switch to.</li>\n * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n * that it can be restored using <i>returnToPrevious</i> action.</li>\n * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n * or a direct object. Optional.</li>\n * </ul>\n ### \n switchLayout: (sender, layout) ->\n f = =>\n Graphics.freeze()\n if layout.clear\n SceneManager.clear()\n \n scene = new gs.Object_Layout(layout.name)\n \n dataFields = sender.dataFields\n if typeof layout.dataFields == \"string\"\n dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields)\n else if layout.dataFields?\n dataFields = layout.dataFields\n \n scene.dataFields = dataFields\n scene.controllers = layout.controllers\n \n if layout.senderData?\n for senderField in layout.senderData\n scene[senderField] = sender[senderField]\n SceneManager.switchTo(scene, layout.savePrevious, layout.stack)\n \n if !layout.savePrevious\n (@layout||@object.layout).ui.disappear (e) => f()\n else\n f()\n \n ###*\n * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n *\n * @method previousLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n ### \n previousLayout: (sender) ->\n SceneManager.returnToPrevious()\n \n ###*\n * Action method which disposes the specified control.\n *\n * @method disposeControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n ### \n disposeControl: (sender, id) ->\n control = @objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id))\n \n \n control?.ui.disappear (sender) -> sender.dispose()\n \n ###*\n * Action method which creates a new control from the specified descriptor.\n *\n * @method createControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Contains the descriptor and other data needed to construct the control.\n * <ul>\n * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n * <li>params.parent - A binding-expression which returns the control's parent.</li>\n * <li>params.senderData - An object containing additional data merged into the control object.</li>\n * </ul>\n ### \n createControl: (sender, data) ->\n if typeof data.descriptor == \"string\"\n descriptor = ui.UIManager.customTypes[data.descriptor]\n else\n descriptor = data.descriptor\n \n parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent)\n control = ui.UiFactory._createFromDescriptor(descriptor, parent ? (@object.layout||@object) )\n \n if data.senderData?\n for fieldName in data.senderData\n control[fieldName] = sender[fieldName]\n control.ui.prepare()\n control.ui.appear()\n \n return control\n \n ###*\n * Action method which quits the game.\n *\n * @method quitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Can be <b>null</b>.\n ### \n quitGame: (sender, data) ->\n SceneManager.switchTo(null)\n \n \n \ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior",
10 10 "parentId": "0C1D8BE8KDB63A469AS9782EB90E63254DB3",
11 11 "folder": false,
12 - "compiledContent": "var Component_LayoutSceneBehavior,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_LayoutSceneBehavior = (function(superClass) {\n extend(Component_LayoutSceneBehavior, superClass);\n\n\n /**\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_LayoutSceneBehavior\n * @extends gs.Component_SceneBehavior\n * @memberof gs\n */\n\n function Component_LayoutSceneBehavior() {\n Component_LayoutSceneBehavior.__super__.constructor.call(this);\n this.objectManager = SceneManager;\n this.layout = null;\n this.resourceContext = null;\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n */\n\n Component_LayoutSceneBehavior.prototype.initialize = function() {\n Component_LayoutSceneBehavior.__super__.initialize.apply(this, arguments);\n this.resourceContext = ResourceManager.createContext();\n ResourceManager.context = this.resourceContext;\n if (this.object.layoutData == null) {\n this.object.layoutData = {\n \"type\": \"ui.FreeLayout\",\n \"controls\": [],\n \"frame\": [0, 0, 1, 1]\n };\n }\n return LanguageManager.loadBundles();\n };\n\n\n /**\n * Disposes the scene. \n *\n * @method dispose\n */\n\n Component_LayoutSceneBehavior.prototype.dispose = function() {\n return Component_LayoutSceneBehavior.__super__.dispose.apply(this, arguments);\n };\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_LayoutSceneBehavior.prototype.prepareData = function() {\n gs.ObjectManager.current = this.objectManager;\n if (!GameManager.initialized) {\n GameManager.initialize();\n }\n this.dataFields = ui.UiFactory.dataSources[this.object.layoutData.dataSource || \"default\"]();\n window.$dataFields = this.dataFields;\n this.music = ui.Component_FormulaHandler.fieldValue(this.object, this.object.layoutData.music);\n AudioManager.loadMusic(this.music);\n this.prepareTransition(RecordManager.system.menuTransition);\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes);\n ResourceLoader.loadUiLayoutGraphics(this.object.layoutData);\n if (this.dataFields != null) {\n ResourceLoader.loadUiDataFieldsGraphics(this.dataFields);\n }\n return ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\");\n };\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n */\n\n Component_LayoutSceneBehavior.prototype.prepareVisual = function() {\n var scale, vocab;\n scale = Graphics.scale;\n vocab = RecordManager.vocabulary;\n if (this.layout == null) {\n this.dataObject = {};\n this.layout = ui.UiFactory.createFromDescriptor(this.object.layoutData, this.object);\n if (this.music != null) {\n AudioManager.changeMusic(this.music, 30);\n }\n }\n this.layout.ui.prepare();\n this.layout.ui.appear();\n this.layout.update();\n this.transition();\n if (SceneManager.previousScenes.length === 0) {\n if (GameManager.tempFields.isExitingGame) {\n GameManager.tempFields.isExitingGame = false;\n return gs.GameNotifier.postResetSceneChange(this.object.layoutName);\n } else {\n return gs.GameNotifier.postSceneChange(this.object.layoutName);\n }\n }\n };\n\n\n /**\n * Updates the scene's content.\n *\n * @method updateContent\n */\n\n Component_LayoutSceneBehavior.prototype.updateContent = function() {\n GameManager.update();\n return Graphics.viewport.update();\n };\n\n\n /**\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n */\n\n Component_LayoutSceneBehavior.prototype.show = function(visible) {\n if (visible) {\n ResourceManager.context = this.resourceContext;\n }\n this.layout.visible = visible;\n this.layout.update();\n this.objectManager.active = visible;\n if (visible) {\n return gs.ObjectManager.current = SceneManager;\n }\n };\n\n\n /**\n * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method fullRefreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n */\n\n Component_LayoutSceneBehavior.prototype.fullRefreshObject = function(sender, object) {\n object = ui.Component_FormulaHandler.fieldValue(sender, object);\n return object != null ? object.fullRefresh() : void 0;\n };\n\n\n /**\n * Action method which triggers a refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method refreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n */\n\n Component_LayoutSceneBehavior.prototype.refreshObject = function(sender, object) {\n object = ui.Component_FormulaHandler.fieldValue(sender, object);\n return object != null ? object.needsUpdate = true : void 0;\n };\n\n Component_LayoutSceneBehavior.prototype.addStyle = function(sender, style) {\n var styleObject;\n styleObject = ui.UIManager.styles[style];\n if (styleObject != null) {\n styleObject.apply(sender);\n }\n sender.needsUpdate = true;\n if (styleObject != null ? styleObject.font : void 0) {\n return sender.behavior.refresh();\n }\n };\n\n Component_LayoutSceneBehavior.prototype.removeStyle = function(sender, style) {\n var i, len, ref, ref1, s, styleObject;\n styleObject = ui.UIManager.styles[style];\n if (styleObject != null) {\n styleObject.revert(sender);\n }\n sender.descriptor.styles.remove(style);\n ref = sender.descriptor.styles;\n for (i = 0, len = ref.length; i < len; i++) {\n s = ref[i];\n if ((ref1 = ui.UIManager.styles[s]) != null) {\n ref1.apply(sender);\n }\n }\n sender.needsUpdate = true;\n if (styleObject != null ? styleObject.font : void 0) {\n return sender.behavior.refresh();\n }\n };\n\n\n /**\n * Action method which executes the specified bindings.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object[]} params - An array of binding-definitions.\n */\n\n Component_LayoutSceneBehavior.prototype.executeBindings = function(sender, bindings) {\n var binding, i, len;\n for (i = 0, len = bindings.length; i < len; i++) {\n binding = bindings[i];\n ui.Component_FormulaHandler.executeBinding(sender, binding);\n }\n return null;\n };\n\n\n /**\n * Action method which executes the specified formulas.\n *\n * @method executeFormulas\n * @param {gs.Object_Base} sender - The sender object.\n * @param {ui.Formula[]} params - An array of formula-definitions.\n */\n\n Component_LayoutSceneBehavior.prototype.executeFormulas = function(sender, formulas) {\n var formula, i, len, results;\n results = [];\n for (i = 0, len = formulas.length; i < len; i++) {\n formula = formulas[i];\n results.push(ui.Component_FormulaHandler.executeFormula(sender, formula));\n }\n return results;\n };\n\n\n /**\n * Action method which executes an animation on a specified target game object.\n *\n * @method executeAnimation\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains target-id and animations: { target, animations }\n */\n\n Component_LayoutSceneBehavior.prototype.executeAnimation = function(sender, params) {\n var animation, object;\n object = ui.Component_FormulaHandler.fieldValue(sender, params.target);\n animation = object != null ? object.animations.first(function(a) {\n return a.event === params.event;\n }) : void 0;\n if (animation && object) {\n return object.animationExecutor.execute(animation);\n }\n };\n\n\n /**\n * Action method which emits the specified event.\n *\n * @method emitEvent\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains event name, source and data.\n * <ul>\n * <li>params.name - The name of the event to emit</li>\n * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n * <li>params.data - An object containing additional event specific data.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.emitEvent = function(sender, params) {\n var object;\n object = ui.Component_FormulaHandler.fieldValue(sender, params.source);\n return object != null ? object.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data)) : void 0;\n };\n\n\n /**\n * Action method which changes the game's aspect ratio.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - If <b>true</b> the game screen will stretched so that it fills the entire screen\n * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n * be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.adjustAspectRatio = function(sender, adjust) {\n adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust);\n GameManager.settings.adjustAspectRatio = adjust;\n Graphics.keepRatio = !adjust;\n return Graphics.onResize();\n };\n\n\n /**\n * Action method which enters fullscreen mode.\n *\n * @method enterFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.enterFullScreen = function(sender, params) {\n gs.Graphics.enterFullscreen();\n return GameManager.settings.fullScreen = Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which leaves fullscreen mode.\n *\n * @method leaveFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.leaveFullScreen = function() {\n gs.Graphics.leaveFullscreen();\n return GameManager.settings.fullScreen = Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which toggles between window and fullscreen mode.\n *\n * @method toggleFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.toggleFullScreen = function(sender, params) {\n if (gs.Graphics.isFullscreen()) {\n gs.Graphics.leaveFullscreen();\n } else {\n gs.Graphics.enterFullscreen();\n }\n return GameManager.settings.fullScreen = gs.Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which plays the specified sound.\n *\n * @method playSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The sound to play.\n */\n\n Component_LayoutSceneBehavior.prototype.playSound = function(sender, params) {\n AudioManager.loadSound(params);\n return AudioManager.playSound(params);\n };\n\n\n /**\n * Action method which plays the specified voice.\n *\n * @method playVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The voice to play.\n */\n\n Component_LayoutSceneBehavior.prototype.playVoice = function(sender, params) {\n AudioManager.loadSound(params);\n return AudioManager.playVoice(params);\n };\n\n\n /**\n * Action method which turns voice on or off.\n *\n * @method turnOnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffVoice = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnVoice();\n } else {\n return this.turnOffVoice();\n }\n };\n\n\n /**\n * Action method which turns music on or off.\n *\n * @method turnOnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffMusic = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnMusic();\n } else {\n return this.turnOffMusic();\n }\n };\n\n\n /**\n * Action method which turns sound on or off.\n *\n * @method turnOnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffSound = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnSound();\n } else {\n return this.turnOffSound();\n }\n };\n\n\n /**\n * Action method which turns off voice.\n *\n * @method turnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffVoice = function() {\n return AudioManager.stopAllVoices();\n };\n\n\n /**\n * Action method which turns off music.\n *\n * @method turnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffMusic = function() {\n return AudioManager.stopMusic();\n };\n\n\n /**\n * Action method which turns off sound.\n *\n * @method turnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffSound = function() {\n return AudioManager.stopAllSounds();\n };\n\n\n /**\n * Action method which turns on voice.\n *\n * @method turnOnVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnVoice = function() {};\n\n\n /**\n * Action method which turns on sound.\n *\n * @method turnOnSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnSound = function() {};\n\n\n /**\n * Action method which turns on music.\n *\n * @method turnOnMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnMusic = function() {\n return AudioManager.resumeMusic();\n };\n\n\n /**\n * Action method which selects the specified language.\n *\n * @method selectLanguage\n * @param {gs.Object_Base} sender - The sender object.\n * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.selectLanguage = function(sender, params) {\n var language;\n language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)];\n return LanguageManager.selectLanguage(language);\n };\n\n\n /**\n * Action method which resets global data storage.\n *\n * @method resetGlobalData\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.resetGlobalData = function(sender) {\n return GameManager.resetGlobalData();\n };\n\n\n /**\n * Action method which saves game settings.\n *\n * @method saveSettings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.saveSettings = function(sender) {\n return GameManager.saveSettings();\n };\n\n\n /**\n * Action method which prepares the game for saving by taking a snapshot of the current game state\n * and storing it in GameManager.saveGame.\n *\n * @method prepareSaveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.prepareSaveGame = function(sender, params) {\n return GameManager.prepareSaveGame(params != null ? params.snapshot : void 0);\n };\n\n\n /**\n * Action method which saves the current game at the specified save slot.\n *\n * @method saveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be saved.\n * <ul>\n * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.saveGame = function(sender, params) {\n return GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot));\n };\n\n\n /**\n * Action method which loads the game from the specified save slot.\n *\n * @method loadGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be loaded from.\n * <ul>\n * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.loadGame = function(sender, params) {\n GameManager.tempSettings.skip = false;\n return GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot));\n };\n\n\n /**\n * Action method which starts a new game.\n *\n * @method newGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.newGame = function(sender, params) {\n var scene;\n AudioManager.stopAllMusic(30);\n GameManager.newGame();\n scene = new vn.Object_Scene();\n SceneManager.clear();\n return SceneManager.switchTo(scene);\n };\n\n\n /**\n * Action method which exists the current game. It doesn't change the scene and\n * should be called before switching back to the title screen or main menu.\n *\n * @method exitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.exitGame = function(sender, params) {\n return GameManager.exitGame();\n };\n\n\n /**\n * Action method which switches to another scene.\n *\n * @method switchScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the class name of the scene to switch to.\n * <ul>\n * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchScene = function(sender, params) {\n var f;\n f = (function(_this) {\n return function() {\n var scene;\n if (params.clear) {\n SceneManager.clear();\n }\n scene = new vn[params.name]();\n return SceneManager.switchTo(scene, params.savePrevious);\n };\n })(this);\n if (!params.savePrevious) {\n return this.layout.ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which switches to another game scene.\n *\n * @method switchGameScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the UID of the scene to switch to.\n * <ul>\n * <li>params.uid - The UID of the scene to switch to.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchGameScene = function(sender, params) {\n var f;\n f = (function(_this) {\n return function() {\n var newScene, sceneData, sceneDocument, sceneDocuments, uid;\n if (params.clear) {\n SceneManager.clear();\n }\n uid = params.uid;\n if (params.name) {\n sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\");\n sceneDocument = sceneDocuments.first(function(d) {\n return d.items.name === params.name;\n });\n if (sceneDocument) {\n uid = sceneDocument.uid;\n }\n }\n sceneData = {\n uid: uid,\n pictures: [],\n texts: []\n };\n GameManager.sceneData = sceneData;\n newScene = new vn.Object_Scene();\n newScene.sceneData = sceneData;\n return SceneManager.switchTo(newScene, params.savePrevious);\n };\n })(this);\n if (!params.savePrevious) {\n return (this.layout || this.object.layout).ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which switches to another layout.\n *\n * @method switchLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the name of the layout to switch to.\n * <ul>\n * <li>params.name - The name of the layout to switch to.</li>\n * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n * that it can be restored using <i>returnToPrevious</i> action.</li>\n * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n * or a direct object. Optional.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchLayout = function(sender, layout) {\n var f;\n f = (function(_this) {\n return function() {\n var dataFields, i, len, ref, scene, senderField;\n Graphics.freeze();\n if (layout.clear) {\n SceneManager.clear();\n }\n scene = new gs.Object_Layout(layout.name);\n dataFields = sender.dataFields;\n if (typeof layout.dataFields === \"string\") {\n dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields);\n } else if (layout.dataFields != null) {\n dataFields = layout.dataFields;\n }\n scene.dataFields = dataFields;\n scene.controllers = layout.controllers;\n if (layout.senderData != null) {\n ref = layout.senderData;\n for (i = 0, len = ref.length; i < len; i++) {\n senderField = ref[i];\n scene[senderField] = sender[senderField];\n }\n }\n return SceneManager.switchTo(scene, layout.savePrevious, layout.stack);\n };\n })(this);\n if (!layout.savePrevious) {\n return (this.layout || this.object.layout).ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n *\n * @method previousLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.previousLayout = function(sender) {\n return SceneManager.returnToPrevious();\n };\n\n\n /**\n * Action method which disposes the specified control.\n *\n * @method disposeControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.disposeControl = function(sender, id) {\n var control;\n control = this.objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id));\n return control != null ? control.ui.disappear(function(sender) {\n return sender.dispose();\n }) : void 0;\n };\n\n\n /**\n * Action method which creates a new control from the specified descriptor.\n *\n * @method createControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Contains the descriptor and other data needed to construct the control.\n * <ul>\n * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n * <li>params.parent - A binding-expression which returns the control's parent.</li>\n * <li>params.senderData - An object containing additional data merged into the control object.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.createControl = function(sender, data) {\n var control, descriptor, fieldName, i, len, parent, ref;\n if (typeof data.descriptor === \"string\") {\n descriptor = ui.UIManager.customTypes[data.descriptor];\n } else {\n descriptor = data.descriptor;\n }\n parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent);\n control = ui.UiFactory._createFromDescriptor(descriptor, parent != null ? parent : this.object);\n if (data.senderData != null) {\n ref = data.senderData;\n for (i = 0, len = ref.length; i < len; i++) {\n fieldName = ref[i];\n control[fieldName] = sender[fieldName];\n }\n }\n control.ui.prepare();\n control.ui.appear();\n return control;\n };\n\n\n /**\n * Action method which quits the game.\n *\n * @method quitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.quitGame = function(sender, data) {\n return SceneManager.switchTo(null);\n };\n\n return Component_LayoutSceneBehavior;\n\n})(gs.Component_SceneBehavior);\n\ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_LayoutSceneBehavior　\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_LayoutSceneBehavior extends gs.Component_SceneBehavior\n  #  @objectCodecBlackList = [\"objectManager\"]\n    ###*\n    * The base class of all scene-behavior components. A scene-behavior component\n    * define the logic of a single game scene. \n    *\n    * @module gs\n    * @class Component_LayoutSceneBehavior\n    * @extends gs.Component_SceneBehavior\n    * @memberof gs\n    ###\n    constructor: ->\n        super()\n        \n        @objectManager = SceneManager\n        @layout = null\n        @resourceContext = null\n    \n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    ###    \n    initialize: ->\n        super\n        \n        @resourceContext = ResourceManager.createContext()\n        ResourceManager.context = @resourceContext\n        \n        if not @object.layoutData?\n            @object.layoutData = { \"type\": \"ui.FreeLayout\", \"controls\": [], \"frame\": [0, 0, 1, 1] }\n            \n        LanguageManager.loadBundles()\n        \n    ###*\n    * Disposes the scene. \n    *\n    * @method dispose\n    ###\n    dispose: ->\n        super\n     \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ###    \n    prepareData: ->\n        gs.ObjectManager.current = @objectManager\n        \n        if not GameManager.initialized\n            GameManager.initialize()\n            \n        @dataFields = ui.UiFactory.dataSources[@object.layoutData.dataSource || \"default\"]()\n        window.$dataFields = @dataFields\n        @music = ui.Component_FormulaHandler.fieldValue(@object, @object.layoutData.music)\n        AudioManager.loadMusic(@music)\n        @prepareTransition(RecordManager.system.menuTransition)\n        \n        ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n        ResourceLoader.loadUiLayoutGraphics(@object.layoutData)\n        \n        if @dataFields?\n            ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n        ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\")\n     \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    ###         \n    prepareVisual: ->\n        scale = Graphics.scale\n        vocab = RecordManager.vocabulary\n\n        if not @layout?\n            @dataObject = {}\n            @layout = ui.UiFactory.createFromDescriptor(@object.layoutData, @object)\n    \n            if @music?\n                AudioManager.changeMusic(@music, 30)\n\n                        \n        @layout.ui.prepare()\n        @layout.ui.appear()\n        @layout.update()\n        \n        @transition()\n        \n        if SceneManager.previousScenes.length == 0\n            if GameManager.tempFields.isExitingGame\n                GameManager.tempFields.isExitingGame = no\n                gs.GameNotifier.postResetSceneChange(@object.layoutName)\n            else\n                gs.GameNotifier.postSceneChange(@object.layoutName)\n     \n    ###*\n    * Updates the scene's content.\n    *\n    * @method updateContent\n    ###    \n    updateContent: ->\n        GameManager.update()\n        Graphics.viewport.update()\n     \n    ###*\n    * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n    * but all objects and data is still there and be shown again anytime.\n    *\n    * @method show\n    * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n    ###          \n    show: (visible) ->\n        if visible\n            ResourceManager.context = @resourceContext\n        @layout.visible = visible\n        @layout.update()\n        @objectManager.active = visible\n        if visible\n            gs.ObjectManager.current = SceneManager #@objectManager\n        #@objectManager.update()\n     \n    ###*\n    * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n    * The params must be a direct binding-expression string.\n    *\n    * @method fullRefreshObject\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params -  The binding expression.\n    ###    \n    fullRefreshObject: (sender, object) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, object)\n        object?.fullRefresh()\n      \n    ###*\n    * Action method which triggers a refresh on the object returned by the specified binding-expression.\n    * The params must be a direct binding-expression string.\n    *\n    * @method refreshObject\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params -  The binding expression.\n    ###    \n    refreshObject: (sender, object) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, object)\n        object?.needsUpdate = true\n        \n    addStyle: (sender, style) ->\n        styleObject = ui.UIManager.styles[style]\n        styleObject?.apply(sender)\n        sender.needsUpdate = yes\n        if styleObject?.font\n            sender.behavior.refresh()\n        \n    removeStyle: (sender, style) -> \n        styleObject = ui.UIManager.styles[style]\n        styleObject?.revert(sender)\n        sender.descriptor.styles.remove(style)\n        \n        for s in sender.descriptor.styles\n            ui.UIManager.styles[s]?.apply(sender)\n        sender.needsUpdate = yes\n        if styleObject?.font\n            sender.behavior.refresh()\n            \n    \n    \n    ###*\n    * Action method which executes the specified bindings.\n    *\n    * @method executeBindings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object[]} params -  An array of binding-definitions.\n    ### \n    executeBindings: (sender, bindings) ->\n        for binding in bindings\n            ui.Component_FormulaHandler.executeBinding(sender, binding)\n            \n        return null\n    \n    ###*\n    * Action method which executes the specified formulas.\n    *\n    * @method executeFormulas\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {ui.Formula[]} params -  An array of formula-definitions.\n    ###  \n    executeFormulas: (sender, formulas) ->\n        for formula in formulas\n            ui.Component_FormulaHandler.executeFormula(sender, formula)\n    \n    ###*\n    * Action method which executes an animation on a specified target game object.\n    *\n    * @method executeAnimation\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params -  Contains target-id and animations: { target, animations }\n    ###         \n    executeAnimation: (sender, params) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, params.target)\n        animation = object?.animations.first (a) -> a.event == params.event\n        \n        if animation and object\n            object.animationExecutor.execute(animation)\n            \n    ###*\n    * Action method which emits the specified event.\n    *\n    * @method emitEvent\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains event name, source and data.\n    * <ul>\n    * <li>params.name - The name of the event to emit</li>\n    * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n    * <li>params.data - An object containing additional event specific data.</li>\n    * </ul>\n    ###    \n    emitEvent: (sender, params) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, params.source)\n        object?.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data))\n    \n    ###*\n    * Action method which changes the game's aspect ratio.\n    *\n    * @method executeBindings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params -  If <b>true</b> the game screen will stretched so that it fills the entire screen\n    * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n    * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n    * be a binding-expression.\n    ###\n    adjustAspectRatio: (sender, adjust) ->\n        adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust)\n    \n        GameManager.settings.adjustAspectRatio = adjust\n        Graphics.keepRatio = !adjust\n        Graphics.onResize()\n        \n    ###*\n    * Action method which enters fullscreen mode.\n    *\n    * @method enterFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params - Can be <b>null</b>\n    ###\n    enterFullScreen: (sender, params) -> \n        gs.Graphics.enterFullscreen()\n        GameManager.settings.fullScreen = Graphics.isFullscreen()\n        \n            \n    ###*\n    * Action method which leaves fullscreen mode.\n    *\n    * @method leaveFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params - Can be <b>null</b>\n    ###\n    leaveFullScreen: -> \n        gs.Graphics.leaveFullscreen()\n        GameManager.settings.fullScreen = Graphics.isFullscreen()\n        \n    ###*\n    * Action method which toggles between window and fullscreen mode.\n    *\n    * @method toggleFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>\n    ###\n    toggleFullScreen: (sender, params) ->\n        if gs.Graphics.isFullscreen()\n            gs.Graphics.leaveFullscreen()\n        else\n            gs.Graphics.enterFullscreen()\n\n        GameManager.settings.fullScreen = gs.Graphics.isFullscreen()\n      \n    ###*\n    * Action method which plays the specified sound.\n    *\n    * @method playSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - The sound to play.\n    ###\n    playSound: (sender, params) ->\n        AudioManager.loadSound(params)\n        AudioManager.playSound(params)\n        \n    ###*\n    * Action method which plays the specified voice.\n    *\n    * @method playVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - The voice to play.\n    ###\n    playVoice: (sender, params) ->\n        AudioManager.loadSound(params)\n        AudioManager.playVoice(params)\n      \n     \n    ###*\n    * Action method which turns voice on or off.\n    *\n    * @method turnOnOffVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffVoice: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnVoice() else @turnOffVoice()\n        \n    ###*\n    * Action method which turns music on or off.\n    *\n    * @method turnOnOffMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffMusic: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnMusic() else @turnOffMusic()\n        \n    ###*\n    * Action method which turns sound on or off.\n    *\n    * @method turnOnOffSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffSound: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnSound() else @turnOffSound()\n        \n    ###*\n    * Action method which turns off voice.\n    *\n    * @method turnOffVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffVoice: ->\n        AudioManager.stopAllVoices()\n        \n    ###*\n    * Action method which turns off music.\n    *\n    * @method turnOffMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffMusic: ->\n        AudioManager.stopMusic()\n        \n    ###*\n    * Action method which turns off sound.\n    *\n    * @method turnOffSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffSound: ->\n        AudioManager.stopAllSounds()\n        \n    ###*\n    * Action method which turns on voice.\n    *\n    * @method turnOnVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnVoice: ->\n        \n    ###*\n    * Action method which turns on sound.\n    *\n    * @method turnOnSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnSound: ->\n        \n    ###*\n    * Action method which turns on music.\n    *\n    * @method turnOnMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnMusic: ->\n        AudioManager.resumeMusic()\n        \n    ###*\n    * Action method which selects the specified language.\n    *\n    * @method selectLanguage\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n    ### \n    selectLanguage: (sender, params)->\n        language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)]\n        LanguageManager.selectLanguage(language)\n       \n    ###*\n    * Action method which resets global data storage.\n    *\n    * @method resetGlobalData\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    resetGlobalData: (sender) -> \n        GameManager.resetGlobalData()\n    \n    ###*\n    * Action method which saves game settings.\n    *\n    * @method saveSettings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    saveSettings: (sender) -> GameManager.saveSettings()\n    \n    ###*\n    * Action method which prepares the game for saving by taking a snapshot of the current game state\n    * and storing it in GameManager.saveGame.\n    *\n    * @method prepareSaveGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    prepareSaveGame: (sender, params) ->\n        GameManager.prepareSaveGame(params?.snapshot)\n        \n    ###*\n    * Action method which saves the current game at the specified save slot.\n    *\n    * @method saveGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the slot-index where the game should be saved.\n    * <ul>\n    * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n    * </ul>\n    ### \n    saveGame: (sender, params) -> GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n    \n    ###*\n    * Action method which loads the game from the specified save slot.\n    *\n    * @method loadGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the slot-index where the game should be loaded from.\n    * <ul>\n    * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n    * </ul>\n    ### \n    loadGame: (sender, params) ->\n        GameManager.tempSettings.skip = no\n        GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n     \n    ###*\n    * Action method which starts a new game.\n    *\n    * @method newGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>\n    ### \n    newGame: (sender, params) ->\n        AudioManager.stopAllMusic(30)\n        GameManager.newGame()\n        \n        scene = new vn.Object_Scene()\n        SceneManager.clear()\n        SceneManager.switchTo(scene)\n    \n    ###*\n    * Action method which exists the current game. It doesn't change the scene and\n    * should be called before switching back to the title screen or main menu.\n    *\n    * @method exitGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>\n    ### \n    exitGame: (sender, params) ->\n        GameManager.exitGame()\n        \n    ###*\n    * Action method which switches to another scene.\n    *\n    * @method switchScene\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the class name of the scene to switch to.\n    * <ul>\n    * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n    * </ul>\n    ###     \n    switchScene: (sender, params) ->\n        f = =>\n            if params.clear\n                SceneManager.clear()\n                \n            scene = new vn[params.name]()\n            SceneManager.switchTo(scene, params.savePrevious)\n            \n        if !params.savePrevious\n            @layout.ui.disappear (e) => f()\n        else\n            f()\n        \n    ###*\n    * Action method which switches to another game scene.\n    *\n    * @method switchGameScene\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the UID of the scene to switch to.\n    * <ul>\n    * <li>params.uid - The UID of the scene to switch to.</li>\n    * </ul>\n    ###    \n    switchGameScene: (sender, params) ->\n        f = =>\n            if params.clear\n                SceneManager.clear()\n                \n            uid = params.uid\n            if params.name\n                sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\")\n                sceneDocument = sceneDocuments.first (d) -> d.items.name == params.name\n                if sceneDocument\n                    uid = sceneDocument.uid\n            \n            sceneData = uid: uid, pictures: [], texts: []\n            GameManager.sceneData = sceneData\n            newScene = new vn.Object_Scene()\n            newScene.sceneData = sceneData\n            \n            SceneManager.switchTo(newScene, params.savePrevious)\n            \n        if !params.savePrevious\n            (@layout||@object.layout).ui.disappear (e) => f()\n        else\n            f()\n    \n    ###*\n    * Action method which switches to another layout.\n    *\n    * @method switchLayout\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the name of the layout to switch to.\n    * <ul>\n    * <li>params.name - The name of the layout to switch to.</li>\n    * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n    * that it can be restored using <i>returnToPrevious</i> action.</li>\n    * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n    * or a direct object. Optional.</li>\n    * </ul>\n    ###    \n    switchLayout: (sender, layout) ->\n        f = =>\n            Graphics.freeze()\n            if layout.clear\n                SceneManager.clear()\n                \n            scene = new gs.Object_Layout(layout.name)\n          \n            dataFields = sender.dataFields\n            if typeof layout.dataFields == \"string\"\n                dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields)\n            else if layout.dataFields?\n                dataFields = layout.dataFields\n                \n            scene.dataFields = dataFields\n            scene.controllers = layout.controllers\n            \n            if layout.senderData?\n                for senderField in layout.senderData\n                    scene[senderField] = sender[senderField]\n            SceneManager.switchTo(scene, layout.savePrevious, layout.stack)\n        \n        if !layout.savePrevious\n            (@layout||@object.layout).ui.disappear (e) => f()\n        else\n            f()\n     \n    ###*\n    * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n    *\n    * @method previousLayout\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ###     \n    previousLayout: (sender) ->\n        SceneManager.returnToPrevious()\n      \n    ###*\n    * Action method which disposes the specified control.\n    *\n    * @method disposeControl\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n    ###    \n    disposeControl: (sender, id) ->\n        control = @objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id))\n        \n        \n        control?.ui.disappear (sender) -> sender.dispose()\n    \n    ###*\n    * Action method which creates a new control from the specified descriptor.\n    *\n    * @method createControl\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - Contains the descriptor and other data needed to construct the control.\n    * <ul>\n    * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n    * <li>params.parent - A binding-expression which returns the control's parent.</li>\n    * <li>params.senderData - An object containing additional data merged into the control object.</li>\n    * </ul>\n    ###  \n    createControl: (sender, data) ->\n        if typeof data.descriptor == \"string\"\n            descriptor = ui.UIManager.customTypes[data.descriptor]\n        else\n            descriptor = data.descriptor\n        \n        \n        parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent)\n        control = ui.UiFactory._createFromDescriptor(descriptor, parent ? @object)\n        \n        if data.senderData?\n            for fieldName in data.senderData\n                control[fieldName] = sender[fieldName]\n        control.ui.prepare()\n        control.ui.appear()\n        \n        return control\n        \n    ###*\n    * Action method which quits the game.\n    *\n    * @method quitGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - Can be <b>null</b>.\n    ### \n    quitGame: (sender, data) ->\n        SceneManager.switchTo(null)\n            \n        \n        \ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior"]}\n//# sourceURL=Component_LayoutSceneBehavior_22.js"
12 + "compiledContent": "var Component_LayoutSceneBehavior,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_LayoutSceneBehavior = (function(superClass) {\n extend(Component_LayoutSceneBehavior, superClass);\n\n\n /**\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_LayoutSceneBehavior\n * @extends gs.Component_SceneBehavior\n * @memberof gs\n */\n\n function Component_LayoutSceneBehavior() {\n Component_LayoutSceneBehavior.__super__.constructor.call(this);\n this.objectManager = SceneManager;\n this.layout = null;\n this.resourceContext = null;\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n */\n\n Component_LayoutSceneBehavior.prototype.initialize = function() {\n Component_LayoutSceneBehavior.__super__.initialize.apply(this, arguments);\n this.resourceContext = ResourceManager.createContext();\n ResourceManager.context = this.resourceContext;\n if (this.object.layoutData == null) {\n this.object.layoutData = {\n \"type\": \"ui.FreeLayout\",\n \"controls\": [],\n \"frame\": [0, 0, 1, 1]\n };\n }\n return LanguageManager.loadBundles();\n };\n\n\n /**\n * Disposes the scene. \n *\n * @method dispose\n */\n\n Component_LayoutSceneBehavior.prototype.dispose = function() {\n return Component_LayoutSceneBehavior.__super__.dispose.apply(this, arguments);\n };\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_LayoutSceneBehavior.prototype.prepareData = function() {\n gs.ObjectManager.current = this.objectManager;\n if (!GameManager.initialized) {\n GameManager.initialize();\n }\n this.dataFields = ui.UiFactory.dataSources[this.object.layoutData.dataSource || \"default\"]();\n window.$dataFields = this.dataFields;\n this.music = ui.Component_FormulaHandler.fieldValue(this.object, this.object.layoutData.music);\n AudioManager.loadMusic(this.music);\n this.prepareTransition(RecordManager.system.menuTransition);\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes);\n ResourceLoader.loadUiLayoutGraphics(this.object.layoutData);\n if (this.dataFields != null) {\n ResourceLoader.loadUiDataFieldsGraphics(this.dataFields);\n }\n return ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\");\n };\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n */\n\n Component_LayoutSceneBehavior.prototype.prepareVisual = function() {\n var scale, vocab;\n scale = Graphics.scale;\n vocab = RecordManager.vocabulary;\n if (this.layout == null) {\n this.dataObject = {};\n this.layout = ui.UiFactory.createFromDescriptor(this.object.layoutData, this.object);\n if (this.music != null) {\n AudioManager.changeMusic(this.music, 30);\n }\n }\n this.layout.ui.prepare();\n this.layout.ui.appear();\n this.layout.update();\n this.transition();\n if (SceneManager.previousScenes.length === 0) {\n if (GameManager.tempFields.isExitingGame) {\n GameManager.tempFields.isExitingGame = false;\n return gs.GameNotifier.postResetSceneChange(this.object.layoutName);\n } else {\n return gs.GameNotifier.postSceneChange(this.object.layoutName);\n }\n }\n };\n\n\n /**\n * Updates the scene's content.\n *\n * @method updateContent\n */\n\n Component_LayoutSceneBehavior.prototype.updateContent = function() {\n GameManager.update();\n return Graphics.viewport.update();\n };\n\n\n /**\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n */\n\n Component_LayoutSceneBehavior.prototype.show = function(visible) {\n if (visible) {\n ResourceManager.context = this.resourceContext;\n }\n this.layout.visible = visible;\n this.layout.update();\n this.objectManager.active = visible;\n if (visible) {\n return gs.ObjectManager.current = SceneManager;\n }\n };\n\n\n /**\n * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method fullRefreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n */\n\n Component_LayoutSceneBehavior.prototype.fullRefreshObject = function(sender, object) {\n object = ui.Component_FormulaHandler.fieldValue(sender, object);\n return object != null ? object.fullRefresh() : void 0;\n };\n\n\n /**\n * Action method which triggers a refresh on the object returned by the specified binding-expression.\n * The params must be a direct binding-expression string.\n *\n * @method refreshObject\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The binding expression.\n */\n\n Component_LayoutSceneBehavior.prototype.refreshObject = function(sender, object) {\n object = ui.Component_FormulaHandler.fieldValue(sender, object);\n return object != null ? object.needsUpdate = true : void 0;\n };\n\n Component_LayoutSceneBehavior.prototype.addStyle = function(sender, style) {\n var styleObject;\n styleObject = ui.UIManager.styles[style];\n if (styleObject != null) {\n styleObject.apply(sender);\n }\n sender.needsUpdate = true;\n if (styleObject != null ? styleObject.font : void 0) {\n return sender.behavior.refresh();\n }\n };\n\n Component_LayoutSceneBehavior.prototype.removeStyle = function(sender, style) {\n var i, len, ref, ref1, s, styleObject;\n styleObject = ui.UIManager.styles[style];\n if (styleObject != null) {\n styleObject.revert(sender);\n }\n sender.descriptor.styles.remove(style);\n ref = sender.descriptor.styles;\n for (i = 0, len = ref.length; i < len; i++) {\n s = ref[i];\n if ((ref1 = ui.UIManager.styles[s]) != null) {\n ref1.apply(sender);\n }\n }\n sender.needsUpdate = true;\n if (styleObject != null ? styleObject.font : void 0) {\n return sender.behavior.refresh();\n }\n };\n\n\n /**\n * Action method which executes the specified bindings.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object[]} params - An array of binding-definitions.\n */\n\n Component_LayoutSceneBehavior.prototype.executeBindings = function(sender, bindings) {\n var binding, i, len;\n for (i = 0, len = bindings.length; i < len; i++) {\n binding = bindings[i];\n ui.Component_FormulaHandler.executeBinding(sender, binding);\n }\n return null;\n };\n\n\n /**\n * Action method which executes the specified formulas.\n *\n * @method executeFormulas\n * @param {gs.Object_Base} sender - The sender object.\n * @param {ui.Formula[]} params - An array of formula-definitions.\n */\n\n Component_LayoutSceneBehavior.prototype.executeFormulas = function(sender, formulas) {\n var formula, i, len, results;\n results = [];\n for (i = 0, len = formulas.length; i < len; i++) {\n formula = formulas[i];\n results.push(ui.Component_FormulaHandler.executeFormula(sender, formula));\n }\n return results;\n };\n\n\n /**\n * Action method which executes an animation on a specified target game object.\n *\n * @method executeAnimation\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains target-id and animations: { target, animations }\n */\n\n Component_LayoutSceneBehavior.prototype.executeAnimation = function(sender, params) {\n var animation, object;\n object = ui.Component_FormulaHandler.fieldValue(sender, params.target);\n animation = object != null ? object.animations.first(function(a) {\n return a.event === params.event;\n }) : void 0;\n if (animation && object) {\n return object.animationExecutor.execute(animation);\n }\n };\n\n\n /**\n * Action method which emits the specified event.\n *\n * @method emitEvent\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains event name, source and data.\n * <ul>\n * <li>params.name - The name of the event to emit</li>\n * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n * <li>params.data - An object containing additional event specific data.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.emitEvent = function(sender, params) {\n var object;\n object = ui.Component_FormulaHandler.fieldValue(sender, params.source);\n return object != null ? object.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data)) : void 0;\n };\n\n\n /**\n * Action method which changes the game's aspect ratio.\n *\n * @method executeBindings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - If <b>true</b> the game screen will stretched so that it fills the entire screen\n * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n * be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.adjustAspectRatio = function(sender, adjust) {\n adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust);\n GameManager.settings.adjustAspectRatio = adjust;\n Graphics.keepRatio = !adjust;\n return Graphics.onResize();\n };\n\n\n /**\n * Action method which enters fullscreen mode.\n *\n * @method enterFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.enterFullScreen = function(sender, params) {\n gs.Graphics.enterFullscreen();\n return GameManager.settings.fullScreen = Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which leaves fullscreen mode.\n *\n * @method leaveFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.leaveFullScreen = function() {\n gs.Graphics.leaveFullscreen();\n return GameManager.settings.fullScreen = Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which toggles between window and fullscreen mode.\n *\n * @method toggleFullScreen\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.toggleFullScreen = function(sender, params) {\n if (gs.Graphics.isFullscreen()) {\n gs.Graphics.leaveFullscreen();\n } else {\n gs.Graphics.enterFullscreen();\n }\n return GameManager.settings.fullScreen = gs.Graphics.isFullscreen();\n };\n\n\n /**\n * Action method which plays the specified sound.\n *\n * @method playSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The sound to play.\n */\n\n Component_LayoutSceneBehavior.prototype.playSound = function(sender, params) {\n AudioManager.loadSound(params);\n return AudioManager.playSound(params);\n };\n\n\n /**\n * Action method which plays the specified voice.\n *\n * @method playVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - The voice to play.\n */\n\n Component_LayoutSceneBehavior.prototype.playVoice = function(sender, params) {\n AudioManager.loadSound(params);\n return AudioManager.playVoice(params);\n };\n\n\n /**\n * Action method which turns voice on or off.\n *\n * @method turnOnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffVoice = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnVoice();\n } else {\n return this.turnOffVoice();\n }\n };\n\n\n /**\n * Action method which turns music on or off.\n *\n * @method turnOnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffMusic = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnMusic();\n } else {\n return this.turnOffMusic();\n }\n };\n\n\n /**\n * Action method which turns sound on or off.\n *\n * @method turnOnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnOffSound = function(sender, state) {\n if (ui.Component_FormulaHandler.fieldValue(sender, state)) {\n return this.turnOnSound();\n } else {\n return this.turnOffSound();\n }\n };\n\n\n /**\n * Action method which turns off voice.\n *\n * @method turnOffVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffVoice = function() {\n return AudioManager.stopAllVoices();\n };\n\n\n /**\n * Action method which turns off music.\n *\n * @method turnOffMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffMusic = function() {\n return AudioManager.stopMusic();\n };\n\n\n /**\n * Action method which turns off sound.\n *\n * @method turnOffSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOffSound = function() {\n return AudioManager.stopAllSounds();\n };\n\n\n /**\n * Action method which turns on voice.\n *\n * @method turnOnVoice\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnVoice = function() {};\n\n\n /**\n * Action method which turns on sound.\n *\n * @method turnOnSound\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnSound = function() {};\n\n\n /**\n * Action method which turns on music.\n *\n * @method turnOnMusic\n * @param {gs.Object_Base} sender - The sender object.\n * @param {boolean|string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.turnOnMusic = function() {\n return AudioManager.resumeMusic();\n };\n\n\n /**\n * Action method which selects the specified language.\n *\n * @method selectLanguage\n * @param {gs.Object_Base} sender - The sender object.\n * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.selectLanguage = function(sender, params) {\n var language;\n language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)];\n return LanguageManager.selectLanguage(language);\n };\n\n\n /**\n * Action method which resets global data storage.\n *\n * @method resetGlobalData\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.resetGlobalData = function(sender) {\n return GameManager.resetGlobalData();\n };\n\n\n /**\n * Action method which saves game settings.\n *\n * @method saveSettings\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.saveSettings = function(sender) {\n return GameManager.saveSettings();\n };\n\n\n /**\n * Action method which prepares the game for saving by taking a snapshot of the current game state\n * and storing it in GameManager.saveGame.\n *\n * @method prepareSaveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.prepareSaveGame = function(sender, params) {\n return GameManager.prepareSaveGame(params != null ? params.snapshot : void 0);\n };\n\n\n /**\n * Action method which saves the current game at the specified save slot.\n *\n * @method saveGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be saved.\n * <ul>\n * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.saveGame = function(sender, params) {\n return GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot));\n };\n\n\n /**\n * Action method which loads the game from the specified save slot.\n *\n * @method loadGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the slot-index where the game should be loaded from.\n * <ul>\n * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.loadGame = function(sender, params) {\n GameManager.tempSettings.skip = false;\n return GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot));\n };\n\n\n /**\n * Action method which starts a new game.\n *\n * @method newGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.newGame = function(sender, params) {\n var scene;\n AudioManager.stopAllMusic(30);\n GameManager.newGame();\n scene = new vn.Object_Scene();\n SceneManager.clear();\n return SceneManager.switchTo(scene);\n };\n\n\n /**\n * Action method which exists the current game. It doesn't change the scene and\n * should be called before switching back to the title screen or main menu.\n *\n * @method exitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>\n */\n\n Component_LayoutSceneBehavior.prototype.exitGame = function(sender, params) {\n return GameManager.exitGame();\n };\n\n\n /**\n * Action method which switches to another scene.\n *\n * @method switchScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the class name of the scene to switch to.\n * <ul>\n * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchScene = function(sender, params) {\n var f;\n f = (function(_this) {\n return function() {\n var scene;\n if (params.clear) {\n SceneManager.clear();\n }\n scene = new vn[params.name]();\n return SceneManager.switchTo(scene, params.savePrevious);\n };\n })(this);\n if (!params.savePrevious) {\n return this.layout.ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which switches to another game scene.\n *\n * @method switchGameScene\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the UID of the scene to switch to.\n * <ul>\n * <li>params.uid - The UID of the scene to switch to.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchGameScene = function(sender, params) {\n var f;\n f = (function(_this) {\n return function() {\n var newScene, sceneData, sceneDocument, sceneDocuments, uid;\n if (params.clear) {\n SceneManager.clear();\n }\n uid = params.uid;\n if (params.name) {\n sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\");\n sceneDocument = sceneDocuments.first(function(d) {\n return d.items.name === params.name;\n });\n if (sceneDocument) {\n uid = sceneDocument.uid;\n }\n }\n sceneData = {\n uid: uid,\n pictures: [],\n texts: []\n };\n GameManager.sceneData = sceneData;\n newScene = new vn.Object_Scene();\n newScene.sceneData = sceneData;\n return SceneManager.switchTo(newScene, params.savePrevious);\n };\n })(this);\n if (!params.savePrevious) {\n return (this.layout || this.object.layout).ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which switches to another layout.\n *\n * @method switchLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Contains the name of the layout to switch to.\n * <ul>\n * <li>params.name - The name of the layout to switch to.</li>\n * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n * that it can be restored using <i>returnToPrevious</i> action.</li>\n * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n * or a direct object. Optional.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.switchLayout = function(sender, layout) {\n var f;\n f = (function(_this) {\n return function() {\n var dataFields, i, len, ref, scene, senderField;\n Graphics.freeze();\n if (layout.clear) {\n SceneManager.clear();\n }\n scene = new gs.Object_Layout(layout.name);\n dataFields = sender.dataFields;\n if (typeof layout.dataFields === \"string\") {\n dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields);\n } else if (layout.dataFields != null) {\n dataFields = layout.dataFields;\n }\n scene.dataFields = dataFields;\n scene.controllers = layout.controllers;\n if (layout.senderData != null) {\n ref = layout.senderData;\n for (i = 0, len = ref.length; i < len; i++) {\n senderField = ref[i];\n scene[senderField] = sender[senderField];\n }\n }\n return SceneManager.switchTo(scene, layout.savePrevious, layout.stack);\n };\n })(this);\n if (!layout.savePrevious) {\n return (this.layout || this.object.layout).ui.disappear((function(_this) {\n return function(e) {\n return f();\n };\n })(this));\n } else {\n return f();\n }\n };\n\n\n /**\n * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n *\n * @method previousLayout\n * @param {gs.Object_Base} sender - The sender object.\n * @param {Object} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.previousLayout = function(sender) {\n return SceneManager.returnToPrevious();\n };\n\n\n /**\n * Action method which disposes the specified control.\n *\n * @method disposeControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n */\n\n Component_LayoutSceneBehavior.prototype.disposeControl = function(sender, id) {\n var control;\n control = this.objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id));\n return control != null ? control.ui.disappear(function(sender) {\n return sender.dispose();\n }) : void 0;\n };\n\n\n /**\n * Action method which creates a new control from the specified descriptor.\n *\n * @method createControl\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Contains the descriptor and other data needed to construct the control.\n * <ul>\n * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n * <li>params.parent - A binding-expression which returns the control's parent.</li>\n * <li>params.senderData - An object containing additional data merged into the control object.</li>\n * </ul>\n */\n\n Component_LayoutSceneBehavior.prototype.createControl = function(sender, data) {\n var control, descriptor, fieldName, i, len, parent, ref;\n if (typeof data.descriptor === \"string\") {\n descriptor = ui.UIManager.customTypes[data.descriptor];\n } else {\n descriptor = data.descriptor;\n }\n parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent);\n control = ui.UiFactory._createFromDescriptor(descriptor, parent != null ? parent : this.object.layout || this.object);\n if (data.senderData != null) {\n ref = data.senderData;\n for (i = 0, len = ref.length; i < len; i++) {\n fieldName = ref[i];\n control[fieldName] = sender[fieldName];\n }\n }\n control.ui.prepare();\n control.ui.appear();\n return control;\n };\n\n\n /**\n * Action method which quits the game.\n *\n * @method quitGame\n * @param {gs.Object_Base} sender - The sender object.\n * @param {string} params - Can be <b>null</b>.\n */\n\n Component_LayoutSceneBehavior.prototype.quitGame = function(sender, data) {\n return SceneManager.switchTo(null);\n };\n\n return Component_LayoutSceneBehavior;\n\n})(gs.Component_SceneBehavior);\n\ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_LayoutSceneBehavior　\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_LayoutSceneBehavior extends gs.Component_SceneBehavior\n  #  @objectCodecBlackList = [\"objectManager\"]\n    ###*\n    * The base class of all scene-behavior components. A scene-behavior component\n    * define the logic of a single game scene. \n    *\n    * @module gs\n    * @class Component_LayoutSceneBehavior\n    * @extends gs.Component_SceneBehavior\n    * @memberof gs\n    ###\n    constructor: ->\n        super()\n        \n        @objectManager = SceneManager\n        @layout = null\n        @resourceContext = null\n    \n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    ###    \n    initialize: ->\n        super\n        \n        @resourceContext = ResourceManager.createContext()\n        ResourceManager.context = @resourceContext\n        \n        if not @object.layoutData?\n            @object.layoutData = { \"type\": \"ui.FreeLayout\", \"controls\": [], \"frame\": [0, 0, 1, 1] }\n            \n        LanguageManager.loadBundles()\n        \n    ###*\n    * Disposes the scene. \n    *\n    * @method dispose\n    ###\n    dispose: ->\n        super\n     \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ###    \n    prepareData: ->\n        gs.ObjectManager.current = @objectManager\n        \n        if not GameManager.initialized\n            GameManager.initialize()\n            \n        @dataFields = ui.UiFactory.dataSources[@object.layoutData.dataSource || \"default\"]()\n        window.$dataFields = @dataFields\n        @music = ui.Component_FormulaHandler.fieldValue(@object, @object.layoutData.music)\n        AudioManager.loadMusic(@music)\n        @prepareTransition(RecordManager.system.menuTransition)\n        \n        ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n        ResourceLoader.loadUiLayoutGraphics(@object.layoutData)\n        \n        if @dataFields?\n            ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n        ResourceManager.getBitmap(\"Graphics/Characters/JaneDate_Normal\")\n     \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    ###         \n    prepareVisual: ->\n        scale = Graphics.scale\n        vocab = RecordManager.vocabulary\n\n        if not @layout?\n            @dataObject = {}\n            @layout = ui.UiFactory.createFromDescriptor(@object.layoutData, @object)\n    \n            if @music?\n                AudioManager.changeMusic(@music, 30)\n\n                        \n        @layout.ui.prepare()\n        @layout.ui.appear()\n        @layout.update()\n        \n        @transition()\n        \n        if SceneManager.previousScenes.length == 0\n            if GameManager.tempFields.isExitingGame\n                GameManager.tempFields.isExitingGame = no\n                gs.GameNotifier.postResetSceneChange(@object.layoutName)\n            else\n                gs.GameNotifier.postSceneChange(@object.layoutName)\n     \n    ###*\n    * Updates the scene's content.\n    *\n    * @method updateContent\n    ###    \n    updateContent: ->\n        GameManager.update()\n        Graphics.viewport.update()\n     \n    ###*\n    * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n    * but all objects and data is still there and be shown again anytime.\n    *\n    * @method show\n    * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n    ###          \n    show: (visible) ->\n        if visible\n            ResourceManager.context = @resourceContext\n        @layout.visible = visible\n        @layout.update()\n        @objectManager.active = visible\n        if visible\n            gs.ObjectManager.current = SceneManager #@objectManager\n        #@objectManager.update()\n     \n    ###*\n    * Action method which triggers a full refresh on the object returned by the specified binding-expression.\n    * The params must be a direct binding-expression string.\n    *\n    * @method fullRefreshObject\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params -  The binding expression.\n    ###    \n    fullRefreshObject: (sender, object) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, object)\n        object?.fullRefresh()\n      \n    ###*\n    * Action method which triggers a refresh on the object returned by the specified binding-expression.\n    * The params must be a direct binding-expression string.\n    *\n    * @method refreshObject\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params -  The binding expression.\n    ###    \n    refreshObject: (sender, object) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, object)\n        object?.needsUpdate = true\n        \n    addStyle: (sender, style) ->\n        styleObject = ui.UIManager.styles[style]\n        styleObject?.apply(sender)\n        sender.needsUpdate = yes\n        if styleObject?.font\n            sender.behavior.refresh()\n        \n    removeStyle: (sender, style) -> \n        styleObject = ui.UIManager.styles[style]\n        styleObject?.revert(sender)\n        sender.descriptor.styles.remove(style)\n        \n        for s in sender.descriptor.styles\n            ui.UIManager.styles[s]?.apply(sender)\n        sender.needsUpdate = yes\n        if styleObject?.font\n            sender.behavior.refresh()\n            \n    \n    \n    ###*\n    * Action method which executes the specified bindings.\n    *\n    * @method executeBindings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object[]} params -  An array of binding-definitions.\n    ### \n    executeBindings: (sender, bindings) ->\n        for binding in bindings\n            ui.Component_FormulaHandler.executeBinding(sender, binding)\n            \n        return null\n    \n    ###*\n    * Action method which executes the specified formulas.\n    *\n    * @method executeFormulas\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {ui.Formula[]} params -  An array of formula-definitions.\n    ###  \n    executeFormulas: (sender, formulas) ->\n        for formula in formulas\n            ui.Component_FormulaHandler.executeFormula(sender, formula)\n    \n    ###*\n    * Action method which executes an animation on a specified target game object.\n    *\n    * @method executeAnimation\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params -  Contains target-id and animations: { target, animations }\n    ###         \n    executeAnimation: (sender, params) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, params.target)\n        animation = object?.animations.first (a) -> a.event == params.event\n        \n        if animation and object\n            object.animationExecutor.execute(animation)\n            \n    ###*\n    * Action method which emits the specified event.\n    *\n    * @method emitEvent\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains event name, source and data.\n    * <ul>\n    * <li>params.name - The name of the event to emit</li>\n    * <li>params.source - A binding-expression to define the game object which should emit the event.</li>\n    * <li>params.data - An object containing additional event specific data.</li>\n    * </ul>\n    ###    \n    emitEvent: (sender, params) ->\n        object = ui.Component_FormulaHandler.fieldValue(sender, params.source)\n        object?.events.emit(params.name, object, ui.Component_FormulaHandler.fieldValue(sender, params.data))\n    \n    ###*\n    * Action method which changes the game's aspect ratio.\n    *\n    * @method executeBindings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params -  If <b>true</b> the game screen will stretched so that it fills the entire screen\n    * of the player without any black borders. Otherwise the game screen stretches but keeps its ratio\n    * so black borders are possible if the game resolution's ratio and the target display's ratio are not match. It can also\n    * be a binding-expression.\n    ###\n    adjustAspectRatio: (sender, adjust) ->\n        adjust = ui.Component_FormulaHandler.fieldValue(sender, adjust)\n    \n        GameManager.settings.adjustAspectRatio = adjust\n        Graphics.keepRatio = !adjust\n        Graphics.onResize()\n        \n    ###*\n    * Action method which enters fullscreen mode.\n    *\n    * @method enterFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params - Can be <b>null</b>\n    ###\n    enterFullScreen: (sender, params) -> \n        gs.Graphics.enterFullscreen()\n        GameManager.settings.fullScreen = Graphics.isFullscreen()\n        \n            \n    ###*\n    * Action method which leaves fullscreen mode.\n    *\n    * @method leaveFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean} params - Can be <b>null</b>\n    ###\n    leaveFullScreen: -> \n        gs.Graphics.leaveFullscreen()\n        GameManager.settings.fullScreen = Graphics.isFullscreen()\n        \n    ###*\n    * Action method which toggles between window and fullscreen mode.\n    *\n    * @method toggleFullScreen\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>\n    ###\n    toggleFullScreen: (sender, params) ->\n        if gs.Graphics.isFullscreen()\n            gs.Graphics.leaveFullscreen()\n        else\n            gs.Graphics.enterFullscreen()\n\n        GameManager.settings.fullScreen = gs.Graphics.isFullscreen()\n      \n    ###*\n    * Action method which plays the specified sound.\n    *\n    * @method playSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - The sound to play.\n    ###\n    playSound: (sender, params) ->\n        AudioManager.loadSound(params)\n        AudioManager.playSound(params)\n        \n    ###*\n    * Action method which plays the specified voice.\n    *\n    * @method playVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - The voice to play.\n    ###\n    playVoice: (sender, params) ->\n        AudioManager.loadSound(params)\n        AudioManager.playVoice(params)\n      \n     \n    ###*\n    * Action method which turns voice on or off.\n    *\n    * @method turnOnOffVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> voice will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffVoice: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnVoice() else @turnOffVoice()\n        \n    ###*\n    * Action method which turns music on or off.\n    *\n    * @method turnOnOffMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> music will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffMusic: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnMusic() else @turnOffMusic()\n        \n    ###*\n    * Action method which turns sound on or off.\n    *\n    * @method turnOnOffSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - If <b>true</b> sound will be turned on. Otherwise it will be turned off. Can also be a binding-expression.\n    ### \n    turnOnOffSound: (sender, state) ->\n        if ui.Component_FormulaHandler.fieldValue(sender, state) then @turnOnSound() else @turnOffSound()\n        \n    ###*\n    * Action method which turns off voice.\n    *\n    * @method turnOffVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffVoice: ->\n        AudioManager.stopAllVoices()\n        \n    ###*\n    * Action method which turns off music.\n    *\n    * @method turnOffMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffMusic: ->\n        AudioManager.stopMusic()\n        \n    ###*\n    * Action method which turns off sound.\n    *\n    * @method turnOffSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOffSound: ->\n        AudioManager.stopAllSounds()\n        \n    ###*\n    * Action method which turns on voice.\n    *\n    * @method turnOnVoice\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnVoice: ->\n        \n    ###*\n    * Action method which turns on sound.\n    *\n    * @method turnOnSound\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnSound: ->\n        \n    ###*\n    * Action method which turns on music.\n    *\n    * @method turnOnMusic\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {boolean|string} params - Can be <b>null</b>.\n    ### \n    turnOnMusic: ->\n        AudioManager.resumeMusic()\n        \n    ###*\n    * Action method which selects the specified language.\n    *\n    * @method selectLanguage\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {number|string} params - Index of the language to set. Can be a binding-expression.\n    ### \n    selectLanguage: (sender, params)->\n        language = LanguageManager.languages[ui.Component_FormulaHandler.fieldValue(sender, params)]\n        LanguageManager.selectLanguage(language)\n       \n    ###*\n    * Action method which resets global data storage.\n    *\n    * @method resetGlobalData\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    resetGlobalData: (sender) -> \n        GameManager.resetGlobalData()\n    \n    ###*\n    * Action method which saves game settings.\n    *\n    * @method saveSettings\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    saveSettings: (sender) -> GameManager.saveSettings()\n    \n    ###*\n    * Action method which prepares the game for saving by taking a snapshot of the current game state\n    * and storing it in GameManager.saveGame.\n    *\n    * @method prepareSaveGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ### \n    prepareSaveGame: (sender, params) ->\n        GameManager.prepareSaveGame(params?.snapshot)\n        \n    ###*\n    * Action method which saves the current game at the specified save slot.\n    *\n    * @method saveGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the slot-index where the game should be saved.\n    * <ul>\n    * <li>params.slot - The slot-index where the game should be saved. Can be a binding-expression.</li>\n    * </ul>\n    ### \n    saveGame: (sender, params) -> GameManager.save(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n    \n    ###*\n    * Action method which loads the game from the specified save slot.\n    *\n    * @method loadGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the slot-index where the game should be loaded from.\n    * <ul>\n    * <li>params.slot - The slot-index where the game should be loaded from. Can be a binding-expression.</li>\n    * </ul>\n    ### \n    loadGame: (sender, params) ->\n        GameManager.tempSettings.skip = no\n        GameManager.load(ui.Component_FormulaHandler.fieldValue(sender, params.slot))\n     \n    ###*\n    * Action method which starts a new game.\n    *\n    * @method newGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>\n    ### \n    newGame: (sender, params) ->\n        AudioManager.stopAllMusic(30)\n        GameManager.newGame()\n        \n        scene = new vn.Object_Scene()\n        SceneManager.clear()\n        SceneManager.switchTo(scene)\n    \n    ###*\n    * Action method which exists the current game. It doesn't change the scene and\n    * should be called before switching back to the title screen or main menu.\n    *\n    * @method exitGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>\n    ### \n    exitGame: (sender, params) ->\n        GameManager.exitGame()\n        \n    ###*\n    * Action method which switches to another scene.\n    *\n    * @method switchScene\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the class name of the scene to switch to.\n    * <ul>\n    * <li>params.name - The class-name of the scene to switch to. The class must be defined in vn-namespace.</li>\n    * </ul>\n    ###     \n    switchScene: (sender, params) ->\n        f = =>\n            if params.clear\n                SceneManager.clear()\n                \n            scene = new vn[params.name]()\n            SceneManager.switchTo(scene, params.savePrevious)\n            \n        if !params.savePrevious\n            @layout.ui.disappear (e) => f()\n        else\n            f()\n        \n    ###*\n    * Action method which switches to another game scene.\n    *\n    * @method switchGameScene\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the UID of the scene to switch to.\n    * <ul>\n    * <li>params.uid - The UID of the scene to switch to.</li>\n    * </ul>\n    ###    \n    switchGameScene: (sender, params) ->\n        f = =>\n            if params.clear\n                SceneManager.clear()\n                \n            uid = params.uid\n            if params.name\n                sceneDocuments = DataManager.getDocumentsByType(\"vn.scene\")\n                sceneDocument = sceneDocuments.first (d) -> d.items.name == params.name\n                if sceneDocument\n                    uid = sceneDocument.uid\n            \n            sceneData = uid: uid, pictures: [], texts: []\n            GameManager.sceneData = sceneData\n            newScene = new vn.Object_Scene()\n            newScene.sceneData = sceneData\n            \n            SceneManager.switchTo(newScene, params.savePrevious)\n            \n        if !params.savePrevious\n            (@layout||@object.layout).ui.disappear (e) => f()\n        else\n            f()\n    \n    ###*\n    * Action method which switches to another layout.\n    *\n    * @method switchLayout\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Contains the name of the layout to switch to.\n    * <ul>\n    * <li>params.name - The name of the layout to switch to.</li>\n    * <li>params.savePrevious - Indicates if the current layout should not be erased but paused and hidden instead so\n    * that it can be restored using <i>returnToPrevious</i> action.</li>\n    * <li>params.dataFields - Defines the data of \"$dataFields\" binding-expression variable. Can be a binding-expression\n    * or a direct object. Optional.</li>\n    * </ul>\n    ###    \n    switchLayout: (sender, layout) ->\n        f = =>\n            Graphics.freeze()\n            if layout.clear\n                SceneManager.clear()\n                \n            scene = new gs.Object_Layout(layout.name)\n          \n            dataFields = sender.dataFields\n            if typeof layout.dataFields == \"string\"\n                dataFields = ui.Component_FormulaHandler.fieldValue(sender, layout.dataFields)\n            else if layout.dataFields?\n                dataFields = layout.dataFields\n                \n            scene.dataFields = dataFields\n            scene.controllers = layout.controllers\n            \n            if layout.senderData?\n                for senderField in layout.senderData\n                    scene[senderField] = sender[senderField]\n            SceneManager.switchTo(scene, layout.savePrevious, layout.stack)\n        \n        if !layout.savePrevious\n            (@layout||@object.layout).ui.disappear (e) => f()\n        else\n            f()\n     \n    ###*\n    * Action method which returns to previous layout. (If savePrevious was set to <b>true</b> on switchLayout.).\n    *\n    * @method previousLayout\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {Object} params - Can be <b>null</b>.\n    ###     \n    previousLayout: (sender) ->\n        SceneManager.returnToPrevious()\n      \n    ###*\n    * Action method which disposes the specified control.\n    *\n    * @method disposeControl\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - The ID of the control to dispose. Can be a binding-expression.\n    ###    \n    disposeControl: (sender, id) ->\n        control = @objectManager.objectById(ui.Component_FormulaHandler.fieldValue(sender, id))\n        \n        \n        control?.ui.disappear (sender) -> sender.dispose()\n    \n    ###*\n    * Action method which creates a new control from the specified descriptor.\n    *\n    * @method createControl\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - Contains the descriptor and other data needed to construct the control.\n    * <ul>\n    * <li>params.descriptor - The control' descriptor. Can be a direct descriptor definition or a template name</li>\n    * <li>params.parent - A binding-expression which returns the control's parent.</li>\n    * <li>params.senderData - An object containing additional data merged into the control object.</li>\n    * </ul>\n    ###  \n    createControl: (sender, data) ->\n        if typeof data.descriptor == \"string\"\n            descriptor = ui.UIManager.customTypes[data.descriptor]\n        else\n            descriptor = data.descriptor\n        \n        parent = ui.Component_FormulaHandler.fieldValue(sender, data.parent)\n        control = ui.UiFactory._createFromDescriptor(descriptor, parent ? (@object.layout||@object) )\n        \n        if data.senderData?\n            for fieldName in data.senderData\n                control[fieldName] = sender[fieldName]\n        control.ui.prepare()\n        control.ui.appear()\n        \n        return control\n        \n    ###*\n    * Action method which quits the game.\n    *\n    * @method quitGame\n    * @param {gs.Object_Base} sender - The sender object.\n    * @param {string} params - Can be <b>null</b>.\n    ### \n    quitGame: (sender, data) ->\n        SceneManager.switchTo(null)\n            \n        \n        \ngs.Component_LayoutSceneBehavior = Component_LayoutSceneBehavior"]}\n//# sourceURL=Component_LayoutSceneBehavior_22.js"
13 13 },
14 14 "summary": [
15 15 "name",