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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 14:14:59 +00:00
Tidied up TODO comments, misc tweaks to Anim Editor
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@@ -7,7 +7,6 @@ class AnimationEditor::Canvas < Sprite
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def initialize(viewport)
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super
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@bg_val = ""
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# TODO: Add a second bg sprite for screen shake purposes.
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player_base_pos = Battle::Scene.pbBattlerPosition(0)
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@player_base = IconSprite.new(*player_base_pos, viewport)
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@player_base.z = 1
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@@ -28,8 +27,9 @@ class AnimationEditor::Canvas < Sprite
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def bg_name=(val)
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return if @bg_name == val
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@bg_name = val
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# TODO: Come up with a better way to define the base filenames, based on
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# which files actually exist.
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# TODO: Make the choice of background graphics match the in-battle one in
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# def pbCreateBackdropSprites. Ideally make that method a class method
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# so the canvas can use it rather than duplicate it.
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self.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_bg")
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@player_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base0")
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@player_base.ox = @player_base.bitmap.width / 2
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@@ -2,8 +2,6 @@
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# TODO
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#===============================================================================
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class AnimationEditor::PlayControls < UIControls::BaseControl
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TEXT_OFFSET_Y = 5
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def initialize(x, y, width, height, viewport)
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super(width, height, viewport)
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self.x = x
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@@ -1,8 +1,5 @@
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#===============================================================================
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# TODO: Would be nice to make command sprites wider than their viewport and
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# change @commands_viewport's ox to @left_pos, similar to how the vertical
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# scrollbar works, i.e. every visible @commands_sprites isn't redrawn each
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# time the horizontal scrollbar changes.
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#
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#===============================================================================
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class AnimationEditor::ParticleList < UIControls::BaseControl
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VIEWPORT_SPACING = 1
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@@ -247,8 +244,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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#-----------------------------------------------------------------------------
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def calculate_duration
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# TODO: Refresh lots of things if the duration changed (e.g. SE command
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# line).
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@duration = AnimationEditor::ParticleDataHelper.get_duration(@particles)
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@duration += DURATION_BUFFER
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end
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@@ -269,7 +264,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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end
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def calculate_commands_for_particle(index)
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# TODO: Delete everything from @commands that includes index.
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@commands.delete_if { |cmd| cmd == index || (cmd.is_a?(Array) && cmd[0] == index) }
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overall_commands = []
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@particles[index].each_pair do |property, value|
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next if !value.is_a?(Array)
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@@ -290,8 +285,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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# Returns whether the sprites need replacing due to the addition or
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# subtraction of one.
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def ensure_sprites
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# TODO: Check through @particle_list to ensure only ones are shown which
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# correspond to something in @particles.
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# Go through all @particles to ensure there are sprites for each of them
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missing = false
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@particles.each_with_index do |particle, index|
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@@ -379,7 +372,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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def property_display_name(property)
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return {
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:frame => _INTL("Graphic frame"),
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:frame => _INTL("Frame"),
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:blending => _INTL("Blending"),
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:flip => _INTL("Flip"),
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:x => _INTL("X"),
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@@ -438,7 +431,9 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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end
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end
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# TODO: Add indicator that this is selected (if so).
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# TODO: Add indicator that this is selected (if so). Some kind of arrow on the
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# left, or a red horizontal line (like the keyframe's vertical line), or
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# fill_rect with colour instead of outline_rect?
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def refresh_particle_list_sprite(index)
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spr = @list_sprites[index]
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return if !spr
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@@ -1,9 +1,5 @@
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#===============================================================================
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# TODO: Ideally the menu buttons (add_button) will be replaced by a proper
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# menu control (basically multiple DropdownList controls where the headers
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# have fixed names and, while captured, hovering over a header changes
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# which list is displayed). The menu control should go under UI controls
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# rather than be unique to the Animation Editor.
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#
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#===============================================================================
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class AnimationEditor::MenuBar < UIControls::ControlsContainer
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MENU_BUTTON_WIDTH = 80
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