//=============================================================================
// Yanfly Engine Plugins - Template
// YEP_GabWindow.js
//=============================================================================
 
var Imported = Imported || {};
Imported.YEP_GabWindow = true;
 
var Yanfly = Yanfly || {};
Yanfly.Gab = Yanfly.Gab || {};
Yanfly.Gab.version = 1.06
 
//=============================================================================
 /*:
 * @plugindesc v1.06 The Gab Window functions as a window for random
 * jibber jabber that does not require a message window.
 * @author Yanfly Engine Plugins
 *
 * @param ---General---
 * @default
 *
 * @param Gab Font Name
 * @parent ---General---
 * @desc The font name used for the text of the Gab Window.
 * Default: GameFont
 * @default GameFont
 *
 * @param Gab Font Size
 * @parent ---General---
 * @type number
 * @min 1
 * @desc The font size used for the text of the Gab Window.
 * Default: 28
 * @default 28
 *
 * @param Character X Pos
 * @parent ---General---
 * @type number
 * @desc X position of the character.
 * Default: 36
 * @default 36
 *
 * @param Character Y Pos
 * @parent ---General---
 * @type number
 * @desc Y position of the character.
 * Default: 60
 * @default 60
 *
 * @param Base Wait Time
 * @parent ---General---
 * @type number
 * @min 0
 * @desc Minimum frames the Gab Window stays visible.
 * Default: 90
 * @default 90
 *
 * @param Time Per Character
 * @parent ---General---
 * @type number
 * @min 0
 * @desc Frames added per Text Character.
 * Default: 4
 * @default 4
 *
 * @param Fade Rate
 * @parent ---General---
 * @type number
 * @min 1
 * @desc Is is how fast the gab window fades away.
 * Default: 16
 * @default 16
 *
 * @param Anti-Repeat
 * @parent ---General---
 * @type boolean
 * @on Anti-Repeat
 * @off Allow Repeat
 * @desc Stops gabs of the same settings from being queued.
 * NO - false     YES - true
 * @default true
 *
 * @param ---Map---
 * @default
 *
 * @param Map Y Location
 * @parent ---Map---
 * @type number
 * @desc This is the Y location of the Gab Window.
 * Default: 72
 * @default 72
 *
 * @param Map Dim Color 1
 * @parent ---Map---
 * @desc This is the dim color 1 used for maps.
 * Default: rgba(0, 0, 0, 0.6)
 * @default rgba(0, 0, 0, 0.6)
 *
 * @param Map Dim Color 2
 * @parent ---Map---
 * @desc This is the dim color 2 used for maps.
 * Default: rgba(0, 0, 0, 0)
 * @default rgba(0, 0, 0, 0.3)
 *
 * @param ---Battle---
 * @default
 *
 * @param Battle Y Location
 * @parent ---Battle---
 * @type number
 * @desc This is the Y location of the Gab Window.
 * Default: 108
 * @default 108
 *
 * @param Battle Dim Color 1
 * @parent ---Battle---
 * @desc This is the dim color 1 used for battles.
 * Default: rgba(0, 0, 0, 0.6)
 * @default rgba(0, 0, 0, 0.6)
 *
 * @param Battle Dim Color 2
 * @parent ---Battle---
 * @desc This is the dim color 2 used for battles.
 * Default: rgba(0, 0, 0, 0)
 * @default rgba(0, 0, 0, 0)
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * Sometimes there's random jibber jabber that does not warrant a message box.
 * The Gab Window fulfills that jibber jabber by placing such text outside of
 * the message window box and at the corner of the screen. The gab text will
 * appear briefly and then disappear, not showing up again until the gab text
 * is updated with something else.
 *
 * New to the MV version is the ability to play sounds for your Gab Window in
 * addition to queueing multiple gabs together to have them form a conversation
 * of sorts. When queued up, the currently playing gab will continue showing
 * until it fades out before loading up the next gab.
 *
 * ============================================================================
 * Instructions
 * ============================================================================
 *
 * Using the Gab Window is quite simple. By default, it can be used in either
 * the map scene or the battle scene. To call upon it, you will to use a few
 * Plugin Commands to set up what you wish for the Gab Window to display.
 *
 * Plugin Commands:
 *
 * --- Setup Commands ---
 *
 * GabText text
 * This will set the gab window to type out the above text. Text codes can be
 * used for the Gab Window.
 *
 * GabFaceName filename
 * If you wish to display a face graphic, use this plugin command to have it
 * display a face from the filename.
 *
 * GabFaceIndex x
 * Used in combination with the above plugin command to define which index the
 * face will use.
 *
 * GabSpriteName filename
 * If you wish to display a particular character sprite, use this plugin
 * command to have it display a sprite from the filename.
 *
 * GabSpriteIndex x
 * Used in combination with the above plugin command to define which index the
 * sprite will use.
 *
 * GabActor x
 * GabActorFace x
 * This will display actor x's face graphic where x is the actor's ID.
 *
 * GabActorSprite x
 * This will display actor x's sprite graphic where x is the actor's ID.
 *
 * GabParty x
 * GabPartyFace x
 * This will display party member x's face graphic where x is the position.
 *
 * GabPartySprite x
 * This will display party member x's sprite graphic where x is the position.
 *
 * GabSound filename
 * This will play a sound from the SE folder under that particular filename.
 *
 * GabSwitch x
 * This will enable switch x when this gab finishes playing.
 *
 * WaitForGab
 * Causes the game to wait until all gabs are finished playing.
 *
 * --- Display Commands ---
 *
 * ShowGab
 * Once the above settings are complete, use this Plugin Command to launch the
 * Gab Window and display the above data. This will put the gab data into a
 * queue which means if there's another gab playing, this will be next in line.
 *
 * *Note If multiple ShowGabs are used, they will be queued up. The current
 * playing gab will finish playing before moving onto the next. If it so
 * happens that the inputted Gab would have the same exact settings as a
 * previously loaded gab within the same queue, it will not be inserted to
 * prevent any redundancy amongst the conversation.
 *
 * ForceGab
 * Once the above settings are complete, use this Plugin Command to clear all
 * the other gabs in the Gab Window and display the above data.
 *
 * ClearGab
 * This clears out the Gab Window of the current gab and any gabs queued.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.06:
 * - Updated for RPG Maker MV version 1.5.0.
 *
 * Version 1.05:
 * - Added 'WaitForGab' plugin command. This plugin command causes the game to
 * wait until all gabs are finished playing.
 *
 * Version 1.04:
 * - Fixed an issue with ForceGab that didn't make it work properly with text
 * coded Gabs.
 *
 * Version 1.03a:
 * - Fixed a bug with GabSound that didn't load the proper sound filenames.
 * - Fixed the time count for Gabs to not include text codes.
 *
 * Version 1.02a:
 * - Added functionality for battle gabs to be saved when going into other
 * scenes and returning to battle.
 * - Added GabSwitch x to enable switch x when the gab finishes playing.
 *
 * Version 1.01:
 * - Added 'GabParty x' and 'GabPartySprite x' plugin commands to help with
 * those without dynamic party setups.
 *
 * Version 1.00:
 * - Finished Plugin!
 *
 */
//=============================================================================
 
//=============================================================================
// Parameter Variables
//=============================================================================
 
Yanfly.Parameters = PluginManager.parameters('YEP_GabWindow');
Yanfly.Param = Yanfly.Param || {};
 
Yanfly.Param.GabFontName = String(Yanfly.Parameters['Gab Font Name']);
Yanfly.Param.GabFontSize = Number(Yanfly.Parameters['Gab Font Size']);
Yanfly.Param.GabCharPosX = Number(Yanfly.Parameters['Character X Pos']);
Yanfly.Param.GabCharPosY = Number(Yanfly.Parameters['Character Y Pos']);
Yanfly.Param.GabBaseTime = Number(Yanfly.Parameters['Base Wait Time']);
Yanfly.Param.GabTimePerChar = Number(Yanfly.Parameters['Time Per Character']);
Yanfly.Param.GabFadeRate = Number(Yanfly.Parameters['Fade Rate']);
Yanfly.Param.GabAntiRepeat = Boolean(Yanfly.Parameters['Anti-Repeat']);
 
Yanfly.Param.GabMapYLoc = Number(Yanfly.Parameters['Map Y Location']);
Yanfly.Param.GabMapDim1 = String(Yanfly.Parameters['Map Dim Color 1']);
Yanfly.Param.GabMapDim2 = String(Yanfly.Parameters['Map Dim Color 2']);
 
Yanfly.Param.GabBattleYLoc = Number(Yanfly.Parameters['Battle Y Location']);
Yanfly.Param.GabBattleDim1 = String(Yanfly.Parameters['Battle Dim Color 1']);
Yanfly.Param.GabBattleDim2 = String(Yanfly.Parameters['Battle Dim Color 2']);
 
//=============================================================================
// Game_Interpreter
//=============================================================================
 
Yanfly.Gab.Game_Interpreter_clear = Game_Interpreter.prototype.clear;
Game_Interpreter.prototype.clear = function() {
    Yanfly.Gab.Game_Interpreter_clear.call(this);
    this.clearGabInformation();
};
 
Yanfly.Gab.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
    Yanfly.Gab.Game_Interpreter_pluginCommand.call(this, command, args)
    if (command === 'GabText') this.setGabText(args);
    if (command === 'GabSpriteName') this.setGabSpriteName(args);
    if (command === 'GabSpriteIndex') this.setGabSpriteIndex(args);
    if (command === 'GabFaceName') this.setGabFaceName(args);
    if (command === 'GabFaceIndex') this.setGabFaceIndex(args);
    if (command === 'GabActorSprite') this.setGabActorSprite(args);
    if (command === 'GabActor') this.setGabActorFace(args);
    if (command === 'GabActorFace') this.setGabActorFace(args);
    if (command === 'GabPartySprite') this.setGabPartySprite(args);
    if (command === 'GabParty') this.setGabPartyFace(args);
    if (command === 'GabPartyFace') this.setGabPartyFace(args);
    if (command === 'GabSound') this.setGabSound(args);
    if (command === 'GabSwitch') this.setGabSwitch(args);
    if (command === 'ShowGab') this.showGab();
    if (command === 'ForceGab') this.forceGab();
    if (command === 'ClearGab') this.clearGab();
    if (command === 'WaitForGab') this.waitForGab();
};
 
Game_Interpreter.prototype.clearGabInformation = function() {
    this._gabText = '';
    this._gabGraphicType = 'none';
    this._gabGraphicName = '';
    this._gabGraphicIndex = 0;
    this._gabSoundName = '';
    this._gabSwitch = 0;
};
 
Game_Interpreter.prototype.setGabText = function(args) {
    var text = '';
    for (var i = 0; i < args.length; ++i) {
      text = text + args[i] + ' ';
    }
    this._gabText = text;
};
 
Game_Interpreter.prototype.setGabSpriteName = function(args) {
    this._gabGraphicType = 'character';
    var text = '';
    if (args.length === 1) return this._gabGraphicName = String(args[0]);
    for (var i = 0; i < args.length; ++i) {
      text = text + ' ' + args[i];
    }
    this._gabGraphicName = text;
};
 
Game_Interpreter.prototype.setGabSpriteIndex = function(args) {
    this._gabGraphicType = 'character';
    this._gabGraphicIndex = parseInt(args[0]);
};
 
Game_Interpreter.prototype.setGabFaceName = function(args) {
    this._gabGraphicType = 'face';
    var text = '';
    if (args.length === 1) return this._gabGraphicName = String(args[0]);
    for (var i = 0; i < args.length; ++i) {
      text = text + ' ' + args[i];
    }
    this._gabGraphicName = text;
};
 
Game_Interpreter.prototype.setGabFaceIndex = function(args) {
    this._gabGraphicType = 'face';
    this._gabGraphicIndex = parseInt(args[0]);
};
 
Game_Interpreter.prototype.setGabActorSprite = function(args) {
    var actorId = parseInt(args[0]);
    var actor = $gameActors.actor(actorId);
    if (!actor) return;
    this._gabGraphicType = 'character';
    this._gabGraphicName = actor.characterName();
    this._gabGraphicIndex = actor.characterIndex();
};
 
Game_Interpreter.prototype.setGabPartySprite = function(args) {
    var position = parseInt(args[0]);
    if (position <= 0) return;
    position -= 1;
    var actor = $gameParty.members()[position];
    if (!actor) return;
    var actorId = actor._actorId;
    this.setGabActorSprite([actorId]);
};
 
Game_Interpreter.prototype.setGabActorFace = function(args) {
    var actorId = parseInt(args[0]);
    var actor = $gameActors.actor(actorId);
    if (!actor) return;
    this._gabGraphicType = 'face';
    this._gabGraphicName = actor.faceName();
    this._gabGraphicIndex = actor.faceIndex();
};
 
Game_Interpreter.prototype.setGabPartyFace = function(args) {
    var position = parseInt(args[0]);
    if (position <= 0) return;
    position -= 1;
    var actor = $gameParty.members()[position];
    if (!actor) return;
    var actorId = actor._actorId;
    this.setGabActorFace([actorId]);
};
 
Game_Interpreter.prototype.setGabSound = function(args) {
    var text = '';
    if (args.length === 1) return this._gabSoundName = String(args[0]);
    for (var i = 0; i < args.length; ++i) {
      if (i === 0) {
        text = args[0];
        continue;
      }
      text = text + ' ' + args[i];
    }
    this._gabSoundName = text;
};
 
Game_Interpreter.prototype.setGabSwitch = function(args) {
    this._gabSwitch = parseInt(args[0]);
};
 
Game_Interpreter.prototype.showGab = function() {
    if (!this._gabText) return;
    var gabData = [
        this._gabText,
        this._gabGraphicType,
        this._gabGraphicName,
        this._gabGraphicIndex,
        this._gabSoundName,
        this._gabSwitch
    ];
    var scene = SceneManager._scene;
    if (scene._gabWindow) scene.startGabWindow(gabData);
    this.clearGabInformation();
};
 
Game_Interpreter.prototype.forceGab = function() {
    if (!this._gabText) return;
    var gabData = [
        this._gabText,
        this._gabGraphicType,
        this._gabGraphicName,
        this._gabGraphicIndex,
        this._gabSoundName,
        this._gabSwitch
    ];
    var scene = SceneManager._scene;
    if (scene._gabWindow) scene.forceGabWindow(gabData);
    this.clearGabInformation();
};
 
Game_Interpreter.prototype.clearGab = function() {
    var scene = SceneManager._scene;
    if (scene._gabWindow) scene.clearGabWindow();
    this.clearGabInformation();
};
 
Game_Interpreter.prototype.waitForGab = function() {
    this.setWaitMode('gab');
};
 
Yanfly.Gab.Game_Interpreter_updateWaitMode =
  Game_Interpreter.prototype.updateWaitMode;
Game_Interpreter.prototype.updateWaitMode = function() {
  if (this._waitMode === 'gab') {
    return this.isGabRunning();
  } else {
    return Yanfly.Gab.Game_Interpreter_updateWaitMode.call(this);
  }
};
 
Game_Interpreter.prototype.isGabRunning = function() {
  var scene = SceneManager._scene;
  var win = SceneManager._scene._gabWindow;
  if (win) {
    return win._gabQueue.length > 0 || win._gabRunning;
  } else {
    return false;
  }
};
 
//=============================================================================
// Window_Gab
//=============================================================================
 
function Window_Gab() {
    this.initialize.apply(this, arguments);
}
 
Window_Gab.prototype = Object.create(Window_Base.prototype);
Window_Gab.prototype.constructor = Window_Gab;
 
Window_Gab.prototype.initialize = function(battle) {
    this._battle = battle;
    var wx = this.standardPadding() * -1;
    if (battle) {
      var wy = Yanfly.Param.GabBattleYLoc - this.standardPadding();
    } else {
      var wy = Yanfly.Param.GabMapYLoc - this.standardPadding();
    }
    var ww = Graphics.boxWidth + this.standardPadding() * 2;
    var wh = this.fittingHeight(2);
    this._gabSwitch = 0;
    this._showCount = 0;
    this._ignoreMask = true;
    this._gabQueue = [];
    this._currentGab = [];
    this._gabSwitchedOn = false;
    this._gabRunning = false;
    Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
    this.restoreGabs();
    this.clear();
};
 
Window_Gab.prototype.clear = function() {
    this._gabLoaded = false;
    this._graphicLoading = false;
    this.opacity = 0;
    this.contentsOpacity = 0;
    this._text = '';
    this._graphicType = 'none';
    this._graphicName = '';
    this._graphicIndex = 0;
    this._soundName = '';
    this._graphicBitmap = undefined;
};
 
Window_Gab.prototype.standardFontFace = function() {
    return Yanfly.Param.GabFontName;
};
 
Window_Gab.prototype.standardFontSize = function() {
    return Yanfly.Param.GabFontSize;
};
 
Window_Gab.prototype.update = function() {
    Window_Base.prototype.update.call(this);
    if (this.isHideGabWindow()) {
      this.hide();
    } else if (this._gabLoaded) {
      if (this._graphicLoading && this._graphicBitmap.width <= 0) return;
      this.refresh();
    } else if (this._showCount > 0) {
      this.updateFadeIn();
      --this._showCount;
    } else if (this.contentsOpacity > 0) {
      this.updateFadeOut();
    } else if (this._gabQueue.length > 0) {
      this.processNewGabData()
    } else {
      this._gabRunning = false;
    }
};
 
Window_Gab.prototype.isHideGabWindow = function() {
    if ($gameParty.inBattle() && BattleManager._victoryPhase) return true;
    return false;
};
 
Window_Gab.prototype.updateFadeIn = function() {
    this.contentsOpacity += Yanfly.Param.GabFadeRate;
};
 
Window_Gab.prototype.updateFadeOut = function() {
    this.contentsOpacity -= Yanfly.Param.GabFadeRate;
    if (this.contentsOpacity > 0) return;
    if (this._gabSwitchedOn) return;
    if (this._gabSwitch) {
      $gameSwitches.setValue(this._gabSwitch, true);
      this._gabSwitchedOn = true;
    }
};
 
Window_Gab.prototype.addGabData = function(gabData) {
    if (!gabData) return;
    if (this.checkDuplicateGab(gabData)) return;
    this._gabQueue.push(gabData);
};
 
Window_Gab.prototype.forceGabData = function(gabData) {
    if (!gabData) return;
    this.clearGabData();
    this._gabQueue.push(gabData);
};
 
Window_Gab.prototype.clearGabData = function() {
    this._gabQueue = [];
    this._currentGab = [];
    this._showCount = 0;
};
 
Window_Gab.prototype.checkDuplicateGab = function(gabData) {
    if (!Yanfly.Param.GabAntiRepeat) return false;
    if (this.checkCurrentGab(gabData)) return true;
    if (this.checkQueuedGabs(gabData)) return true;
    return false;
};
 
Window_Gab.prototype.checkCurrentGab = function(gabData) {
    var iteration = this._currentGab;
    if (iteration[0] !== gabData[0]) return false;
    if (iteration[1] !== gabData[1]) return false;
    if (iteration[2] !== gabData[2]) return false;
    if (iteration[3] !== gabData[3]) return false;
    if (iteration[4] !== gabData[4]) return false;
    if (iteration[5] !== gabData[5]) return false;
    return true;
};
 
Window_Gab.prototype.checkQueuedGabs = function(gabData) {
    for (var i = 0; i < this._gabQueue.length; ++i) {
      var iteration = this._gabQueue[i];
      if (iteration[0] !== gabData[0]) continue;
      if (iteration[1] !== gabData[1]) continue;
      if (iteration[2] !== gabData[2]) continue;
      if (iteration[3] !== gabData[3]) continue;
      if (iteration[4] !== gabData[4]) continue;
      if (iteration[5] !== gabData[5]) continue;
      return true;
    }
    return false;
};
 
Window_Gab.prototype.processNewGabData = function() {
    this._gabRunning = true;
    var gabData = this._gabQueue.shift();
    this._gabSwitchedOn = false;
    this._currentGab = gabData;
    this._text = gabData[0] || '';
    this._graphicType = gabData[1] || 'none';
    this._graphicName = gabData[2] || '';
    this._graphicIndex = gabData[3] || 0;
    this._soundName = gabData[4] || 0;
    this._gabSwitch = gabData[5] || 0;
    this.setupLoadGraphic();
    this._gabLoaded = true;
};
 
Window_Gab.prototype.setupLoadGraphic = function() {
    this._graphicLoading = false;
    if (this._graphicType === 'character') {
      this._graphicBitmap = ImageManager.loadCharacter(this._graphicName);
      this._graphicLoading = true;
    } else if (this._graphicType === 'face') {
      this._graphicBitmap = ImageManager.loadFace(this._graphicName);
      this._graphicLoading = true;
    }
};
 
Window_Gab.prototype.refresh = function() {
    this.contents.clear();
    this.startCountdown();
    this.drawGabBackground();
    this.drawGabCharacter();
    this.drawGabText();
    this.playSound();
    this.clear();
};
 
Yanfly.Gab.WindowLayer_webglMaskWindow =
    WindowLayer.prototype._webglMaskWindow;
WindowLayer.prototype._webglMaskWindow = function(renderSession, win) {
    if (win._ignoreMask) return;
    Yanfly.Gab.WindowLayer_webglMaskWindow.call(this, renderSession, win);
};
 
Window_Gab.prototype.startCountdown = function() {
    this._graphicLoading = false;
    this.contentsOpacity = 255;
    this._showCount = Yanfly.Param.GabBaseTime;
    var text = this._text.replace(/\\(.*?)\[(.*?)\]/gi, '');
    this._showCount += text.length * Yanfly.Param.GabTimePerChar;
};
 
Window_Gab.prototype.drawGabBackground = function() {
    var width = this.contentsWidth();
    this.drawBackground(0, 0, width, this.lineHeight() * 2);
};
 
Window_Gab.prototype.dimColor1 = function() {
    if ($gameParty.inBattle()) {
      return Yanfly.Param.GabBattleDim1;
    } else {
      return Yanfly.Param.GabMapDim1;
    }
};
 
Window_Gab.prototype.dimColor2 = function() {
    if ($gameParty.inBattle()) {
      return Yanfly.Param.GabBattleDim2;
    } else {
      return Yanfly.Param.GabMapDim2;
    }
};
 
Window_Gab.prototype.drawBackground = function(wx, wy, ww, wh) {
    var color1 = this.dimColor1();
    var color2 = this.dimColor2();
    var ww1 = Math.ceil(ww * 0.25)
    var ww2 = Math.ceil(ww * 0.75)
    this.contents.gradientFillRect(wx, wy, ww1, wh, color1, color1);
    this.contents.gradientFillRect(ww1, wy, ww2, wh, color1, color2);
};
 
Window_Gab.prototype.drawGabCharacter = function() {
    if (this._graphicName === '') return;
    if (this._graphicType === 'character') {
      var wx = Yanfly.Param.GabCharPosX;
      var wy = Yanfly.Param.GabCharPosY;
      this.drawCharacter(this._graphicName, this._graphicIndex, wx, wy);
    } else if (this._graphicType === 'face') {
      var wx = 0;
      var wy = 0;
      var ww = Window_Base._faceWidth;
      var wh = this.lineHeight() * 2;
      this.drawFace(this._graphicName, this._graphicIndex, wx, wy, ww, wh);
    }
};
 
Window_Gab.prototype.drawGabText = function() {
    var text = this._text;
    if (this._graphicType === 'character') {
      var wx = Yanfly.Param.GabCharPosX * 2;
    } else if (this._graphicType === 'face') {
      var wx = Window_Base._faceWidth + this.standardPadding();
    } else {
      var wx = this.standardPadding();
    }
    var wy = this.contents.height / 2 - this.lineHeight() / 2;
    this.drawTextEx(text, wx, wy);
};
 
Window_Gab.prototype.playSound = function() {
    var sound = {
      name:   this._soundName,
      volume: 90,
      pitch:  100,
      pan:    0
    };
    AudioManager.playSe(sound);
};
 
Window_Gab.prototype.storeGabs = function() {
    if (this._battle) {
      this.storeBattleGabs();
    } else {
      this.storeMapGabs();
    }
};
 
Window_Gab.prototype.storeBattleGabs = function() {
    $gameTemp._storedBattleGabs = this._gabQueue.slice();
    if (this.contentsOpacity > 0) {
      $gameTemp._currentBattleGab = this._currentGab.slice();
    } else {
      $gameTemp._currentBattleGab = [];
    }
};
 
Window_Gab.prototype.storeMapGabs = function() {
    $gameTemp._storedMapGabs = this._gabQueue.slice();
    if (this.contentsOpacity > 0) {
      $gameTemp._currentMapGab = this._currentGab.slice();
    } else {
      $gameTemp._currentMapGab = [];
    }
};
 
Window_Gab.prototype.restoreGabs = function() {
    if (this._battle) {
      this.restoreBattleGabs();
    } else {
      this.restoreMapGabs();
    }
};
 
Window_Gab.prototype.restoreBattleGabs = function() {
    if ($gameTemp._storedBattleGabs) {
      this._gabQueue = $gameTemp._storedBattleGabs;
      $gameTemp._storedBattleGabs = undefined;
    }
    if ($gameTemp._currentBattleGab && $gameTemp._currentBattleGab.length > 0) {
      this._gabQueue.unshift($gameTemp._currentBattleGab);
      $gameTemp._currentBattleGab = undefined;
    }
};
 
Window_Gab.prototype.restoreMapGabs = function() {
    if ($gameTemp._storedMapGabs) {
      this._gabQueue = $gameTemp._storedMapGabs;
      $gameTemp._storedMapGabs = undefined;
    }
    if ($gameTemp._currentMapGab && $gameTemp._currentMapGab.length > 0) {
      this._gabQueue.unshift($gameTemp._currentMapGab);
      $gameTemp._currentMapGab = undefined;
    }
};
 
//=============================================================================
// SceneManager
//=============================================================================
 
Yanfly.Gab.SceneManager_push = SceneManager.push;
SceneManager.push = function(sceneClass) {
    if (this.isStoreGabs(sceneClass)) {
      this._scene._gabWindow.storeGabs();
    }
    Yanfly.Gab.SceneManager_push.call(this, sceneClass);
};
 
SceneManager.isStoreGabs = function(sceneClass) {
    if (!this.isSceneMap() && !this.isSceneBattle()) return false;
    if (sceneClass === Scene_Map) {
      if (this.isSceneMap()) return false;
    } else if (sceneClass === Scene_Battle) {
      if (this.isSceneMap()) return true;
    }
    return true;
};
 
SceneManager.isSceneMap = function() {
    return this._scene instanceof Scene_Map;
};
 
SceneManager.isSceneBattle = function() {
    return this._scene instanceof Scene_Battle;
};
 
//=============================================================================
// Scene_Base
//=============================================================================
 
Scene_Base.prototype.createGabWindow = function(battle) {
    this._gabWindow = new Window_Gab(battle);
    this.addChild(this._gabWindow);
};
 
Scene_Base.prototype.startGabWindow = function(gabData) {
    this._gabWindow.addGabData(gabData);
};
 
Scene_Base.prototype.forceGabWindow = function(gabData) {
    this._gabWindow.forceGabData(gabData);
};
 
Scene_Base.prototype.clearGabWindow = function() {
    this._gabWindow.clearGabData();
};
 
//=============================================================================
// Scene_Battle
//=============================================================================
 
Yanfly.Gab.Scene_Battle_createAllWindows =
    Scene_Battle.prototype.createAllWindows;
Scene_Battle.prototype.createAllWindows = function() {
    Yanfly.Gab.Scene_Battle_createAllWindows.call(this);
    this.createGabWindow(true);
};
//=============================================================================
// Scene_Map
//=============================================================================
 
Yanfly.Gab.Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows;
Scene_Map.prototype.createAllWindows = function() {
    Yanfly.Gab.Scene_Map_createAllWindows.call(this);
    this.createGabWindow(false);
};
 
//=============================================================================
// End of File
//=============================================================================