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Tidied up TODO comments, misc tweaks to Anim Editor
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@@ -66,11 +66,11 @@ class AnimationEditor::AnimationSelector
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btn.set_fixed_size
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@components.add_control_at(val[0], btn, TYPE_BUTTONS_X, TYPE_BUTTONS_Y + (i * TYPE_BUTTON_HEIGHT))
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end
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# TODO: Filter text box for :moves_list's contents. Applies the filter upon
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# every change to the text box's value. Perhaps it should only do so
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# after 0.5 seconds of non-typing. What exactly should the filter be
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# applied to? Animation's name, move's name (if there is one), what
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# else?
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# TODO: Add filter text box for :moves_list's contents. Applies the filter
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# upon every change to the text box's value. Perhaps it should only do
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# so after 0.5 seconds of non-typing. What exactly should the filter
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# be applied to? Animation's name, move's name (if there is one), what
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# else? Flags?
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# Moves list label
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label = UIControls::Label.new(MOVES_LIST_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Moves"))
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label.header = true
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@@ -190,7 +190,11 @@ class AnimationEditor::AnimationSelector
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@quit = true
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return # Don't need to refresh the screen
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when :new
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# TODO: New animation.
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# TODO: New animation. Create a new animation hash with some default
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# contents, go into the edit screen and immediately open the
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# animation properties pop-up window. Use the first available ID
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# number from GameData::Animation for it. Don't register the
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# animation hash here, though.
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when :moves
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@animation_type = 0
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@components.get_control(:moves_list).selected = -1
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@@ -204,19 +208,17 @@ class AnimationEditor::AnimationSelector
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if anim_id
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screen = AnimationEditor.new(anim_id, GameData::Animation.get(anim_id).clone_as_hash)
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screen.run
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# TODO: Might want to select whichever options in each list get to
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# the animation with ID anim_id.
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generate_lists
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end
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when :copy
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anim_id = selected_animation_id
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if anim_id
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# TODO: Copy animation.
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# TODO: Copy animation. Append "(copy)" to its name.
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end
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when :delete
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anim_id = selected_animation_id
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if anim_id
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# TODO: Delete animation.
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# TODO: Delete animation. Ask the user if they're sure.
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end
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end
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refresh
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