Initial proof of concept commit

This commit is contained in:
Maruno17
2023-08-28 22:41:48 +01:00
parent ea7b5d56d2
commit 1041883992
16 changed files with 1358 additions and 0 deletions

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# TODO: Come up with a better name for this class. I'm not sure I want to merge
# this class with the editor class.
class AnimationEditorLoadScreen
WINDOW_WIDTH = Settings::SCREEN_WIDTH + (32 * 10)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + (32 * 10)
ANIMATIONS_LIST_X = 4
ANIMATIONS_LIST_Y = 4
ANIMATIONS_LIST_WIDTH = 300
ANIMATIONS_LIST_HEIGHT = WINDOW_HEIGHT - (ANIMATIONS_LIST_Y * 2)
def initialize
@viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport)
draw_editor_background
end
def dispose
@screen_bitmap.dispose
@viewport.dispose
end
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(
0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.black
)
# Outline around animations list
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 3, ANIMATIONS_LIST_Y - 3,
ANIMATIONS_LIST_WIDTH + 6, ANIMATIONS_LIST_HEIGHT + 6, Color.white
)
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 2, ANIMATIONS_LIST_Y - 2,
ANIMATIONS_LIST_WIDTH + 4, ANIMATIONS_LIST_HEIGHT + 4, Color.black
)
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 1, ANIMATIONS_LIST_Y - 1,
ANIMATIONS_LIST_WIDTH + 2, ANIMATIONS_LIST_HEIGHT + 2, Color.white
)
# Fill the animations list with white
@screen_bitmap.bitmap.fill_rect(
ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, Color.white
)
end
def update
# TODO: Update the controls (animations list, Load button, etc.).
end
def run
Input.text_input = false
loop do
inputting_text = Input.text_input
Graphics.update
Input.update
update
if !inputting_text
break if Input.trigger?(Input::BACK)
end
# Open editor with animation
# TODO: If the Load button is pressed while an animation is selected.
if Input.trigger?(Input::USE)
# TODO: Add animation to be edited as an argument.
screen = AnimationEditor.new
screen.run
end
end
dispose
end
end
#===============================================================================
# Start
#===============================================================================
def test_anim_editor
Graphics.resize_screen(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
pbSetResizeFactor(1)
screen = AnimationEditorLoadScreen.new
screen.run
Graphics.resize_screen(Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT)
pbSetResizeFactor($PokemonSystem.screensize)
$game_map&.autoplay
end
#===============================================================================
# Add to Debug menu
#===============================================================================
MenuHandlers.add(:debug_menu, :use_pc, {
"name" => "Test new animation editor",
"parent" => :main,
"description" => "Test new animation editor",
"effect" => proc {
test_anim_editor
}
})

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# TODO: Should I split this code into visual and mechanical classes, a la the
# other UI screens?
#===============================================================================
# TODO: Need a way to recognise when text is being input into something
# (Input.text_input) and disable all keyboard shortcuts if so. If only
# this class has keyboard shortcuts in it, then it should be okay already.
#===============================================================================
class AnimationEditor
WINDOW_WIDTH = AnimationEditorLoadScreen::WINDOW_WIDTH
WINDOW_HEIGHT = AnimationEditorLoadScreen::WINDOW_HEIGHT
CANVAS_X = 4
CANVAS_Y = 32 + 4
CANVAS_WIDTH = Settings::SCREEN_WIDTH
CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
SIDE_PANEL_X = CANVAS_X + CANVAS_WIDTH + 4 + 4
SIDE_PANEL_Y = CANVAS_Y
SIDE_PANEL_WIDTH = WINDOW_WIDTH - SIDE_PANEL_X - 4
SIDE_PANEL_HEIGHT = CANVAS_HEIGHT + (32 * 2)
# TODO: Add a parameter which is the animation to be edited, and also a
# parameter for that animation's ID in GameData (just for the sake of
# saving changes over the same GameData slot).
def initialize
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
draw_editor_background
# Canvas
@canvas = Sprite.new(@viewport)
@canvas.x = CANVAS_X
@canvas.y = CANVAS_Y
@canvas.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", "field_bg")
# Side pane
@side_pane = ControlPane.new(SIDE_PANEL_X, SIDE_PANEL_Y, SIDE_PANEL_WIDTH, SIDE_PANEL_HEIGHT)
set_side_panel_contents
end
def dispose
@screen_bitmap.dispose
@canvas.dispose
@side_pane.dispose
@viewport.dispose
end
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.black)
# Outline around canvas
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 3, CANVAS_Y - 3, CANVAS_WIDTH + 6, CANVAS_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 2, CANVAS_Y - 2, CANVAS_WIDTH + 4, CANVAS_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 1, CANVAS_Y - 1, CANVAS_WIDTH + 2, CANVAS_HEIGHT + 2, Color.white)
# Outline around side panel
@screen_bitmap.bitmap.outline_rect(SIDE_PANEL_X - 3, SIDE_PANEL_Y - 3, SIDE_PANEL_WIDTH + 6, SIDE_PANEL_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(SIDE_PANEL_X - 2, SIDE_PANEL_Y - 2, SIDE_PANEL_WIDTH + 4, SIDE_PANEL_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(SIDE_PANEL_X - 1, SIDE_PANEL_Y - 1, SIDE_PANEL_WIDTH + 2, SIDE_PANEL_HEIGHT + 2, Color.white)
# Fill the side panel with white
@screen_bitmap.bitmap.fill_rect(SIDE_PANEL_X, SIDE_PANEL_Y, SIDE_PANEL_WIDTH, SIDE_PANEL_HEIGHT, Color.white)
end
def set_side_panel_contents
@side_pane.add_labelled_text_box(:name, "Name", "Untitled")
@side_pane.add_labelled_value_box(:x, "X", -128, CANVAS_WIDTH + 128, 64)
@side_pane.add_labelled_value_box(:y, "Y", -128, CANVAS_HEIGHT + 128, 96)
@side_pane.add_labelled_value_box(:zoom_x, "Zoom X", 0, 1000, 100)
@side_pane.add_labelled_value_box(:zoom_y, "Zoom Y", 0, 1000, 100)
@side_pane.add_labelled_value_box(:angle, "Angle", -1080, 1080, 0)
@side_pane.add_labelled_checkbox(:visible, "Visible", true)
@side_pane.add_labelled_slider(:opacity, "Opacity", 0, 255, 255)
@side_pane.add_labelled_checkbox(:flip, "Flip", false)
@side_pane.add_labelled_dropdown_list(:priority, "Priority", { # TODO: Include sub-priority.
:behind_all => "Behind all",
:behind_user => "Behind user",
:above_user => "In front of user",
:above_all => "In front of everything"
}, :above_user)
# @side_pane.add_labelled_dropdown_list(:focus, "Focus", {
# :user => "User",
# :target => "Target",
# :user_and_target => "User and target",
# :screen => "Screen"
# }, :user)
@side_pane.add_labelled_button(:color, "Color/tone", "Edit")
@side_pane.add_labelled_button(:graphic, "Graphic", "Change")
end
def update
@canvas.update
@side_pane.update
# TODO: Check @side_pane for whether it's changed. Note that it includes
# buttons which won't themselves have a value but will flag themselves
# as changed when clicked; code here should determine what happens if
# a button is pressed (unless I put said code in a proc passed to the
# button control; said code will be lengthy).
end
def run
Input.text_input = false
loop do
inputting_text = Input.text_input
Graphics.update
Input.update
update
if !inputting_text
if Input.trigger?(Input::BACK)
# TODO: Ask to save/discard changes.
# TODO: When saving, add animation to GameData and rewrite animation's
# parent PBS file (which could include multiple animations).
break
end
end
end
dispose
end
end

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#===============================================================================
#
#===============================================================================
class AnimationEditor::ControlPane < UIControls::ControlsContainer
def on_control_release
# TODO: Update data for @captured control, because it may have changed.
# Gather data from all controls in this container and put them in a
# hash; it's up to the main editor screen to notice/read it, edit
# animation data accordingly, and then tell this container to nil that
# hash again.
end
end