Tidied up TODO comments, misc tweaks to Anim Editor

This commit is contained in:
Maruno17
2023-12-03 23:47:38 +00:00
parent b4e7b765d1
commit 2f231a25bb
203 changed files with 813 additions and 852 deletions

View File

@@ -7,7 +7,6 @@ class AnimationEditor::Canvas < Sprite
def initialize(viewport)
super
@bg_val = ""
# TODO: Add a second bg sprite for screen shake purposes.
player_base_pos = Battle::Scene.pbBattlerPosition(0)
@player_base = IconSprite.new(*player_base_pos, viewport)
@player_base.z = 1
@@ -28,8 +27,9 @@ class AnimationEditor::Canvas < Sprite
def bg_name=(val)
return if @bg_name == val
@bg_name = val
# TODO: Come up with a better way to define the base filenames, based on
# which files actually exist.
# TODO: Make the choice of background graphics match the in-battle one in
# def pbCreateBackdropSprites. Ideally make that method a class method
# so the canvas can use it rather than duplicate it.
self.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_bg")
@player_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base0")
@player_base.ox = @player_base.bitmap.width / 2

View File

@@ -2,8 +2,6 @@
# TODO
#===============================================================================
class AnimationEditor::PlayControls < UIControls::BaseControl
TEXT_OFFSET_Y = 5
def initialize(x, y, width, height, viewport)
super(width, height, viewport)
self.x = x

View File

@@ -1,8 +1,5 @@
#===============================================================================
# TODO: Would be nice to make command sprites wider than their viewport and
# change @commands_viewport's ox to @left_pos, similar to how the vertical
# scrollbar works, i.e. every visible @commands_sprites isn't redrawn each
# time the horizontal scrollbar changes.
#
#===============================================================================
class AnimationEditor::ParticleList < UIControls::BaseControl
VIEWPORT_SPACING = 1
@@ -247,8 +244,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
#-----------------------------------------------------------------------------
def calculate_duration
# TODO: Refresh lots of things if the duration changed (e.g. SE command
# line).
@duration = AnimationEditor::ParticleDataHelper.get_duration(@particles)
@duration += DURATION_BUFFER
end
@@ -269,7 +264,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
end
def calculate_commands_for_particle(index)
# TODO: Delete everything from @commands that includes index.
@commands.delete_if { |cmd| cmd == index || (cmd.is_a?(Array) && cmd[0] == index) }
overall_commands = []
@particles[index].each_pair do |property, value|
next if !value.is_a?(Array)
@@ -290,8 +285,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
# Returns whether the sprites need replacing due to the addition or
# subtraction of one.
def ensure_sprites
# TODO: Check through @particle_list to ensure only ones are shown which
# correspond to something in @particles.
# Go through all @particles to ensure there are sprites for each of them
missing = false
@particles.each_with_index do |particle, index|
@@ -379,7 +372,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
def property_display_name(property)
return {
:frame => _INTL("Graphic frame"),
:frame => _INTL("Frame"),
:blending => _INTL("Blending"),
:flip => _INTL("Flip"),
:x => _INTL("X"),
@@ -438,7 +431,9 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
end
end
# TODO: Add indicator that this is selected (if so).
# TODO: Add indicator that this is selected (if so). Some kind of arrow on the
# left, or a red horizontal line (like the keyframe's vertical line), or
# fill_rect with colour instead of outline_rect?
def refresh_particle_list_sprite(index)
spr = @list_sprites[index]
return if !spr

View File

@@ -1,9 +1,5 @@
#===============================================================================
# TODO: Ideally the menu buttons (add_button) will be replaced by a proper
# menu control (basically multiple DropdownList controls where the headers
# have fixed names and, while captured, hovering over a header changes
# which list is displayed). The menu control should go under UI controls
# rather than be unique to the Animation Editor.
#
#===============================================================================
class AnimationEditor::MenuBar < UIControls::ControlsContainer
MENU_BUTTON_WIDTH = 80