Fleshing out animation editor's code

This commit is contained in:
Maruno17
2023-10-23 22:36:43 +01:00
parent 7031698d85
commit 340983e765
14 changed files with 810 additions and 282 deletions

View File

@@ -1,97 +1,141 @@
module GameData
class Animation
attr_reader :type # :move, :opp_move, :common, :opp_common
attr_reader :move # Either the move's ID or the common animation's name
attr_reader :version # Hit number
attr_reader :name # Shown in the sublist; cosmetic only
# TODO: Boolean for not played if target is on user's side.
attr_reader :particles
attr_reader :type # :move, :opp_move, :common, :opp_common
attr_reader :move # Either the move's ID or the common animation's name (both are strings)
attr_reader :version # Hit number
attr_reader :name # Shown in the sublist; cosmetic only
attr_reader :no_target # Whether there is no "Target" particle (false by default)
attr_reader :flags
attr_reader :pbs_path # Whole path minus "PBS/Animations/" at start and ".txt" at end
attr_reader :pbs_path # Whole path minus "PBS/Animations/" at start and ".txt" at end
attr_reader :particles
DATA = {}
DATA_FILENAME = "animations.dat"
OPTIONAL = true
INTERPOLATION_TYPES = {
"None" => :none,
"Linear" => :linear,
"EaseIn" => :ease_in,
"EaseOut" => :ease_out,
"EaseBoth" => :ease_both
}
# Properties that apply to the animation in general, not to individual
# particles. They don't change during the animation.
SCHEMA = {
# TODO: Add support for overworld animations.
"SectionName" => [:id, "esU", {"Move" => :move, "OppMove" => :opp_move,
"Common" => :common, "OppCommon" => :opp_common}],
"Name" => [:name, "s"],
# TODO: Target (Screen, User, UserAndTarget, etc. Determines which focuses
# a particle can be given and whether "Target" particle exists). Or
# InvolvesTarget boolean (user and screen will always exist).
"NoTarget" => [:no_target, "b"],
# TODO: Boolean for whether the animation will be played if the target is
# on the same side as the user.
# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
# animations start playing).
"Flags" => [:flags, "*s"],
"Particle" => [:particles, "s"]
"Particle" => [:particles, "s"] # Is a subheader line like <text>
}
# For individual particles. All actions should have "^" in them.
# For individual particles. Any property whose schema begins with "^" can
# change during the animation.
# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
# ones are given a duration of 0 in def validate_compiled_animation.
# Also add display names to def property_display_name.
SUB_SCHEMA = {
# These properties cannot be changed partway through the animation.
# TODO: "Name" isn't actually used; the name comes from the subsection
# written between <these> and uses "Particle" above.
# "Name" => [:name, "s"],
"Focus" => [:focus, "e", {"User" => :user, "Target" => :target,
"UserAndTarget" => :user_and_target, "Screen" => :screen}],
# TODO FlipIfFoe, RotateIfFoe kinds of thing.
# NOTE: "Name" isn't a property here, because the particle's name comes
# from the "Particle" property above.
# TODO: If more focus types are added, add ones that involve a target to
# the Compiler's check relating to "NoTarget".
"Graphic" => [:graphic, "s"],
"Focus" => [:focus, "e", {"User" => :user, "Target" => :target,
"UserAndTarget" => :user_and_target,
"Screen" => :screen}],
# TODO: FlipIfFoe, RotateIfFoe kinds of thing.
# All properties below are "Set" or "Move". "Set" has the keyframe and the
# value, and "Move" has the keyframe, duration and the value. All are "^".
# "Set" is turned into "Move" with a duration (second value) of 0.
# TODO: The "MoveXYZ" commands will have optional easing (an enum).
"SetGraphic" => [:graphic, "^us"],
"SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet
"MoveFrame" => [:frame, "^uuu"],
"SetBlending" => [:blending, "^uu"], # 0, 1 or 2
"SetFlip" => [:flip, "^ub"],
"SetX" => [:x, "^ui"],
"MoveX" => [:x, "^uui"],
"SetY" => [:y, "^ui"],
"MoveY" => [:y, "^uui"],
"SetZoomX" => [:zoom_x, "^uu"],
"MoveZoomX" => [:zoom_x, "^uuu"],
"SetZoomY" => [:zoom_y, "^uu"],
"MoveZoomY" => [:zoom_y, "^uuu"],
"SetAngle" => [:angle, "^ui"],
"MoveAngle" => [:angle, "^uui"],
# TODO: Remember that :visible defaults to false at the beginning for a
# particle, and becomes true automatically when the first command
# happens for that particle. For "User" and "Target", it defaults to
# true at the beginning instead.
"SetVisible" => [:visible, "^ub"],
"SetOpacity" => [:opacity, "^uu"],
"MoveOpacity" => [:opacity, "^uuu"]
# TODO: SetPriority should be an enum. There should also be a property
# (set and move) for the sub-priority within that priority bracket.
# "SetPriority"
# TODO: Color.
# TODO: Tone.
# All properties below are "SetXYZ" or "MoveXYZ". "SetXYZ" has the
# keyframe and the value, and "MoveXYZ" has the keyframe, duration and the
# value. All are "^". "SetXYZ" is turned into "MoveXYZ" when compiling by
# inserting a duration (second value) of 0.
"SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet
"MoveFrame" => [:frame, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
"SetBlending" => [:blending, "^uu"], # 0, 1 or 2
"SetFlip" => [:flip, "^ub"],
"SetX" => [:x, "^ui"],
"MoveX" => [:x, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetY" => [:y, "^ui"],
"MoveY" => [:y, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetZoomX" => [:zoom_x, "^uu"],
"MoveZoomX" => [:zoom_x, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
"SetZoomY" => [:zoom_y, "^uu"],
"MoveZoomY" => [:zoom_y, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
"SetAngle" => [:angle, "^ui"],
"MoveAngle" => [:angle, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetVisible" => [:visible, "^ub"],
"SetOpacity" => [:opacity, "^uu"],
"MoveOpacity" => [:opacity, "^uuuE", nil, nil, nil, INTERPOLATION_TYPES],
"SetColorRed" => [:color_red, "^ui"],
"MoveColorRed" => [:color_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetColorGreen" => [:color_green, "^ui"],
"MoveColorGreen" => [:color_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetColorBlue" => [:color_blue, "^ui"],
"MoveColorBlue" => [:color_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetColorAlpha" => [:color_alpha, "^ui"],
"MoveColorAlpha" => [:color_alpha, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetToneRed" => [:tone_red, "^ui"],
"MoveToneRed" => [:tone_red, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetToneGreen" => [:tone_green, "^ui"],
"MoveToneGreen" => [:tone_green, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetToneBlue" => [:tone_blue, "^ui"],
"MoveToneBlue" => [:tone_blue, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
"SetToneGray" => [:tone_gray, "^ui"],
"MoveToneGray" => [:tone_gray, "^uuiE", nil, nil, nil, INTERPOLATION_TYPES],
# TODO: SetPriority should be an enum (above all, above user, etc.). There
# should also be a property (set and move) for the sub-priority
# within that priority bracket.
# TODO: Add "SetColor"/"SetTone" as shorthand for the above? They'd be
# converted in the Compiler.
# TODO: Bitmap masking.
# These properties are specifically for the "SE" particle.
"Play" => [:se, "^usUU"], # Filename, volume, pitch
"PlayUserCry" => [:user_cry, "^uUU"], # Volume, pitch
"PlayTargetCry" => [:target_cry, "^uUU"] # Volume, pitch
# TODO: Play, PlayUserCry, PlayTargetCry.
# TODO: ScreenShake? Not sure how to work this yet. Edit def
# validate_compiled_animation like the "SE" particle does with the
# "Play"-type commands.
}
PARTICLE_DEFAULT_VALUES = {
# :name => "",
:focus => :screen
:name => "",
:graphic => "",
:focus => :screen
}
# NOTE: Particles are invisible until their first command, and automatically
# become visible then. "User" and "Target" are visible from the start,
# though.
PARTICLE_KEYFRAME_DEFAULT_VALUES = {
:graphic => nil,
:frame => 0,
:blending => 0,
:flip => false,
:x => 0,
:y => 0,
:zoom_x => 100,
:zoom_y => 100,
:angle => 0,
:visible => false,
:opacity => 255
:frame => 0,
:blending => 0,
:flip => false,
:x => 0,
:y => 0,
:zoom_x => 100,
:zoom_y => 100,
:angle => 0,
:visible => false,
:opacity => 255,
:color_red => 255,
:color_green => 255,
:color_blue => 255,
:color_alpha => 0,
:tone_red => 0,
:tone_green => 0,
:tone_blue => 0,
:tone_gray => 0,
:se => nil,
:user_cry => nil,
:target_cry => nil
}
@@cmd_to_pbs_name = nil # USed for writing animation PBS files
@@ -135,13 +179,14 @@ module GameData
def initialize(hash)
# NOTE: hash has an :id entry, but it's unused here.
@type = hash[:type]
@move = hash[:move]
@version = hash[:version] || 0
@name = hash[:name]
@particles = hash[:particles] || []
@flags = hash[:flags] || []
@pbs_path = hash[:pbs_path] || "#{@type} - #{@move}"
@type = hash[:type]
@move = hash[:move]
@version = hash[:version] || 0
@name = hash[:name]
@no_target = hash[:no_target] || false
@particles = hash[:particles] || []
@flags = hash[:flags] || []
@pbs_path = hash[:pbs_path] || @move
end
# Returns a clone of the animation in a hash format, the same as created by
@@ -223,7 +268,8 @@ module GameData
next if !val.is_a?(Array)
val.each do |cmd|
new_cmd = cmd.clone
if new_cmd[1] > 0
if @particles[index][:name] != "SE" && new_cmd[1] > 0
new_cmd.pop if new_cmd.last == :linear # This is the default
ret.push([@@cmd_to_pbs_name[key][1]] + new_cmd) # ["MoveXYZ", keyframe, duration, value]
else
ret.push([@@cmd_to_pbs_name[key][0]] + new_cmd) # ["SetXYZ", keyframe, duration, value]

View File

@@ -96,59 +96,84 @@ module Compiler
hash[:type] = hash[:id][0]
hash[:move] = hash[:id][1]
hash[:version] = hash[:id][2] || 0
# TODO: raise if "Target" particle exists but animation's target doesn't
# involve a target battler.
# Create "User" and "SE" particles if they don't exist
# Ensure there is no "Target" particle if "NoTarget" is set
if hash[:particles].any? { |particle| particle[:name] == "Target" } && hash[:no_target]
raise _INTL("Can't define a \"Target\" particle and also set property \"NoTarget\" to true.") + "\n" + FileLineData.linereport
end
# Create "User", "SE" and "Target" particles if they don't exist but should
if hash[:particles].none? { |particle| particle[:name] == "User" }
hash[:particles].push({:name => "User"})
end
if hash[:particles].none? { |particle| particle[:name] == "Target" } && !hash[:no_target]
hash[:particles].push({:name => "Target"})
end
if hash[:particles].none? { |particle| particle[:name] == "SE" }
hash[:particles].push({:name => "SE"})
end
# TODO: Create "Target" particle if it doesn't exist and animation's target
# involves a target battler.
# Go through each particle in turn
hash[:particles].each do |particle|
# TODO: Ensure "Play", "PlayUserCry", "PlayTargetCry" are exclusively used
# by the particle "SE", and that the "SE" particle can only use
# those commands. Raise if problems found.
# Ensure all particles have a default focus if not given
if !particle[:focus]
if particle[:name] == "User"
particle[:focus] = :user
elsif particle[:name] == "Target"
particle[:focus] = :target
elsif particle[:name] != "SE"
particle[:focus] = :screen
# Ensure the "Play"-type commands are exclusive to the "SE" particle, and
# that the "SE" particle has no other commands
if particle[:name] == "SE"
particle.keys.each do |property|
next if [:name, :se, :user_cry, :target_cry].include?(property)
raise _INTL("Particle \"{1}\" has a command that isn't a \"Play\"-type command.",
particle[:name]) + "\n" + FileLineData.linereport
end
else
if particle[:se]
raise _INTL("Particle \"{1}\" has a \"Play\" command but shouldn't.",
particle[:name]) + "\n" + FileLineData.linereport
elsif particle[:user_cry]
raise _INTL("Particle \"{1}\" has a \"PlayUserCry\" command but shouldn't.",
particle[:name]) + "\n" + FileLineData.linereport
elsif particle[:target_cry]
raise _INTL("Particle \"{1}\" has a \"PlayTargetCry\" command but shouldn't.",
particle[:name]) + "\n" + FileLineData.linereport
end
end
# TODO: Depending on hash[:target], ensure all particles have an
# appropriate focus (i.e. can't be :user_and_target if hash[:target]
# doesn't include a target). Raise if problems found.
# Ensure all particles have a default focus if not given
if !particle[:focus] && particle[:name] != "SE"
case particle[:name]
when "User" then particle[:focus] = :user
when "Target" then particle[:focus] = :target
else particle[:focus] = :screen
end
end
# Ensure that particles don't have a focus involving a target if the
# animation itself doesn't involve a target
if hash[:no_target] && [:target, :user_and_target].include?(particle[:focus])
raise _INTL("Particle \"{1}\" can't have a \"Focus\" that involves a target if property \"NoTarget\" is set to true.",
particle[:name]) + "\n" + FileLineData.linereport
end
# Convert all "SetXYZ" particle commands to "MoveXYZ" by giving them a
# duration of 0 (even ones that can't have a "MoveXYZ" command)
GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.keys.each do |prop|
next if !particle[prop]
particle[prop].each do |cmd|
cmd.insert(1, 0) if cmd.length == 2
cmd.insert(1, 0) if cmd.length == 2 || particle[:name] == "SE"
# Give default interpolation value of :linear to any "MoveXYZ" command
# that doesn't have one already
cmd.push(:linear) if cmd[1] > 0 && cmd.length < 4
end
end
# Sort each particle's commands by their keyframe and duration
particle.keys.each do |key|
next if !particle[key].is_a?(Array)
particle[key].sort! { |a, b| a[0] == b[0] ? a[1] == b[1] ? 0 : a[1] <=> b[1] : a[0] <=> b[0] }
next if particle[:name] == "SE"
# Check for any overlapping particle commands
last_frame = -1
last_set_frame = -1
particle[key].each do |cmd|
if last_frame > cmd[0]
raise _INTL("Animation has overlapping commands for the {1} property.\n{2}",
key.to_s.capitalize, FileLineData.linereport)
raise _INTL("Animation has overlapping commands for the {1} property.",
key.to_s.capitalize) + "\n" + FileLineData.linereport
end
if particle[:name] != "SE" && cmd[1] == 0 && last_set_frame >= cmd[0]
raise _INTL("Animation has multiple \"Set\" commands in the same keyframe for the {1} property.\n{2}",
key.to_s.capitalize, FileLineData.linereport)
if cmd[1] == 0 && last_set_frame >= cmd[0]
raise _INTL("Animation has multiple \"Set\" commands in the same keyframe for the {1} property.",
key.to_s.capitalize) + "\n" + FileLineData.linereport
end
last_frame = cmd[0] + cmd[1]
last_set_frame = cmd[0] if cmd[1] == 0

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@@ -10,7 +10,7 @@ class UIControls::BaseControl < BitmapSprite
# attr_accessor :disabled # TODO: Make use of this.
TEXT_COLOR = Color.black
TEXT_SIZE = 18 # Default is 22 if size isn't explicitly set
TEXT_SIZE = 18 # Default is 22 if size isn't explicitly set
HOVER_COLOR = Color.cyan # For clickable area when hovering over it
CAPTURE_COLOR = Color.pink # For area you clicked in but aren't hovering over

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@@ -5,7 +5,7 @@ class UIControls::Label < UIControls::BaseControl
attr_reader :label
LABEL_END_X = 80
TEXT_OFFSET_Y = 7
TEXT_OFFSET_Y = 5
def initialize(width, height, viewport, label)
super(width, height, viewport)

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@@ -10,7 +10,7 @@ class UIControls::TextBox < UIControls::BaseControl
TEXT_BOX_WIDTH = 172
TEXT_BOX_HEIGHT = 24
TEXT_BOX_PADDING = 4 # Gap between sides of text box and text
TEXT_OFFSET_Y = 7
TEXT_OFFSET_Y = 5
def initialize(width, height, viewport, value = "")
super(width, height, viewport)
@@ -201,6 +201,7 @@ class UIControls::TextBox < UIControls::BaseControl
@cursor_timer = System.uptime
invalidate
else
@value.strip! if @value.respond_to?("strip!")
set_changed if @initial_value && @value != @initial_value
reset_interaction
end
@@ -220,6 +221,7 @@ class UIControls::TextBox < UIControls::BaseControl
end
# Released mouse button outside of text box, or initially clicked outside of
# text box; end interaction with this control
@value.strip! if @value.respond_to?("strip!")
set_changed if @initial_value && @value != @initial_value
reset_interaction
super # Make this control not busy again
@@ -247,6 +249,7 @@ class UIControls::TextBox < UIControls::BaseControl
# Return/Escape to end text input (Escape undoes the change)
if Input.triggerex?(:RETURN) || Input.repeatex?(:RETURN) ||
Input.triggerex?(:KP_ENTER) || Input.repeatex?(:KP_ENTER)
@value.strip! if @value.respond_to?("strip!")
set_changed if @initial_value && @value != @initial_value
reset_interaction
@captured_area = nil

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@@ -13,7 +13,7 @@ class UIControls::Slider < UIControls::BaseControl
SLIDER_LENGTH = 128
PLUS_X = SLIDER_X + SLIDER_LENGTH + SLIDER_PADDING
VALUE_X = PLUS_X + PLUS_MINUS_SIZE + 5
TEXT_OFFSET_Y = 7
TEXT_OFFSET_Y = 5
# TODO: Is there a better knob design than a big black rectangle? I'd rather
# it not be a different colour.

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@@ -7,9 +7,9 @@
# through a line? Nah.
#===============================================================================
class UIControls::List < UIControls::BaseControl
LIST_X = 0
LIST_Y = 0
ROW_HEIGHT = 24
LIST_X = 0
LIST_Y = 0
ROW_HEIGHT = 24
TEXT_PADDING_X = 4
TEXT_OFFSET_Y = 3

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@@ -4,11 +4,14 @@
# seem to be any lag at the moment with a tall scrollbar.
#===============================================================================
class UIControls::Scrollbar < UIControls::BaseControl
SLIDER_WIDTH = 16
WIDTH_PADDING = 0
TRAY_COLOR = Color.white
SLIDER_COLOR = Color.black
GRAB_COLOR = HOVER_COLOR # Cyan
SLIDER_WIDTH = 16
WIDTH_PADDING = 0
SCROLL_DISTANCE = 16
TRAY_COLOR = Color.white
SLIDER_COLOR = Color.black
GRAB_COLOR = HOVER_COLOR # Cyan
attr_reader :slider_top
def initialize(x, y, size, viewport, horizontal = false, always_visible = false)
if horizontal
@@ -138,6 +141,16 @@ class UIControls::Scrollbar < UIControls::BaseControl
self.slider_top = @slider_top + ((@tray_size - @slider_size) / 4.0).ceil
end
end
else
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y && @interactions[:slider_tray].contains?(mouse_x, mouse_y)
wheel_v = Input.scroll_v
if wheel_v > 0 # Scroll up
self.slider_top -= SCROLL_DISTANCE
elsif wheel_v < 0 # Scroll down
self.slider_top += SCROLL_DISTANCE
end
end
end
end
end

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@@ -19,8 +19,8 @@ class UIControls::ControlsContainer
attr_reader :values
attr_reader :visible
LINE_SPACING = 32
OFFSET_FROM_LABEL_X = 80
LINE_SPACING = 28
OFFSET_FROM_LABEL_X = 90
OFFSET_FROM_LABEL_Y = 0
def initialize(x, y, width, height)
@@ -61,6 +61,15 @@ class UIControls::ControlsContainer
repaint if @visible
end
def get_control(id)
ret = nil
@controls.each do |c|
ret = c[1] if c[0] == id
break if ret
end
return ret
end
#-----------------------------------------------------------------------------
def add_label(id, label, has_label = false)

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@@ -95,7 +95,8 @@ class AnimationEditorLoadScreen
@load_button.set_fixed_size
@load_button.set_interactive_rects
@controls[:load] = @load_button
# TODO: "New animation" button, "Delete animation" button.
# TODO: "New animation" button, "Delete animation" button, "Duplicate
# animation" button.
repaint
end

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@@ -25,24 +25,32 @@ class AnimationEditor
WINDOW_WIDTH = AnimationEditorLoadScreen::WINDOW_WIDTH
WINDOW_HEIGHT = AnimationEditorLoadScreen::WINDOW_HEIGHT
TOP_BAR_HEIGHT = 30
BORDER_THICKNESS = 4
CANVAS_X = BORDER_THICKNESS
CANVAS_Y = 32 + BORDER_THICKNESS
CANVAS_Y = TOP_BAR_HEIGHT + BORDER_THICKNESS
CANVAS_WIDTH = Settings::SCREEN_WIDTH
CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
PLAY_CONTROLS_X = CANVAS_X
PLAY_CONTROLS_Y = CANVAS_Y + CANVAS_HEIGHT + (BORDER_THICKNESS * 2)
PLAY_CONTROLS_WIDTH = CANVAS_WIDTH
PLAY_CONTROLS_HEIGHT = 64 - (BORDER_THICKNESS * 2)
SIDE_PANE_X = CANVAS_X + CANVAS_WIDTH + (BORDER_THICKNESS * 2)
SIDE_PANE_Y = CANVAS_Y
SIDE_PANE_WIDTH = WINDOW_WIDTH - SIDE_PANE_X - BORDER_THICKNESS
SIDE_PANE_HEIGHT = CANVAS_HEIGHT + (32 * 2)
PARTICLE_LIST_X = 0
SIDE_PANE_HEIGHT = CANVAS_HEIGHT + PLAY_CONTROLS_HEIGHT + (BORDER_THICKNESS * 2)
PARTICLE_LIST_X = BORDER_THICKNESS
PARTICLE_LIST_Y = SIDE_PANE_Y + SIDE_PANE_HEIGHT + (BORDER_THICKNESS * 2)
PARTICLE_LIST_WIDTH = WINDOW_WIDTH
PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y
PARTICLE_LIST_WIDTH = WINDOW_WIDTH - (BORDER_THICKNESS * 2)
PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS
def initialize(anim_id, anim)
@anim_id = anim_id
@anim = anim
@particle = -1
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@@ -53,9 +61,12 @@ class AnimationEditor
@canvas.y = CANVAS_Y
@canvas.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", "field_bg")
# Side panes
@keyframe_particle_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@commands_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@se_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@particle_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@keyframe_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
# TODO: Make more side panes for:
# - colour/tone editor (accessed from keyframe_particle_pane via a
# - colour/tone editor (accessed from commands_pane via a
# button; has Apply/Cancel buttons to only apply all its values at
# the end of editing them, although canvas will be updated in real
# time to show the changes)
@@ -66,6 +77,10 @@ class AnimationEditor
# shake, etc.)
# - keyframe properties (shift all later particle commands forward/
# backward).
# Play controls
@play_controls = UIControls::AnimationPlayControls.new(
PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, @viewport
)
# Timeline/particle list
@particle_list = UIControls::AnimationParticleList.new(
PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
@@ -74,13 +89,18 @@ class AnimationEditor
@captured = nil
set_side_panes_contents
set_particle_list_contents
set_play_controls_contents
refresh
end
def dispose
@screen_bitmap.dispose
@canvas.dispose
@keyframe_particle_pane.dispose
@commands_pane.dispose
@se_pane.dispose
@particle_pane.dispose
@keyframe_pane.dispose
@play_controls.dispose
@particle_list.dispose
@viewport.dispose
end
@@ -95,55 +115,93 @@ class AnimationEditor
#-----------------------------------------------------------------------------
def set_keyframe_particle_pane_contents
# TODO: Move these properties to a new side pane for particle properties
# (ones that don't change during the animation).
@keyframe_particle_pane.add_labelled_text_box(:name, "Name", "Untitled")
# @keyframe_particle_pane.add_labelled_dropdown_list(:focus, "Focus", {
# :user => "User",
# :target => "Target",
# :user_and_target => "User and target",
# :screen => "Screen"
# }, :user)
# TODO: Make sure the IDs for these controls all match up to particle
# properties that can change during the animation.
@keyframe_particle_pane.add_labelled_value_box(:x, "X", -128, CANVAS_WIDTH + 128, 64)
@keyframe_particle_pane.add_labelled_value_box(:y, "Y", -128, CANVAS_HEIGHT + 128, 96)
@keyframe_particle_pane.add_labelled_value_box(:zoom_x, "Zoom X", 0, 1000, 100)
@keyframe_particle_pane.add_labelled_value_box(:zoom_y, "Zoom Y", 0, 1000, 100)
@keyframe_particle_pane.add_labelled_checkbox(:visible, "Visible", true)
@keyframe_particle_pane.add_labelled_slider(:opacity, "Opacity", 0, 255, 255)
@keyframe_particle_pane.add_labelled_value_box(:angle, "Angle", -1080, 1080, 0)
@keyframe_particle_pane.add_labelled_checkbox(:flip, "Flip", false)
@keyframe_particle_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)
@keyframe_particle_pane.add_labelled_button(:color, "Color", "Edit")
@keyframe_particle_pane.add_labelled_button(:tone, "Tone", "Edit")
@keyframe_particle_pane.add_labelled_button(:graphic, "Graphic", "Change")
# :frame (related to graphic)
# :blending
def set_commands_pane_contents
# :frame (related to graphic) - If the graphic is user's sprite/target's
# sprite, make this instead a choice of front/back/same as the main sprite/
# opposite of the main sprite. Probably need two controls in the same space
# and refresh_commands_pane makes the appropriate one visible.
@commands_pane.add_labelled_value_box(:x, _INTL("X"), -128, CANVAS_WIDTH + 128, 64)
@commands_pane.add_labelled_value_box(:y, _INTL("Y"), -128, CANVAS_HEIGHT + 128, 96)
@commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
@commands_pane.add_labelled_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
@commands_pane.add_labelled_value_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100)
@commands_pane.add_labelled_value_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100)
@commands_pane.add_labelled_value_box(:angle, _INTL("Angle"), -1080, 1080, 0)
@commands_pane.add_labelled_checkbox(:flip, _INTL("Flip"), false)
@commands_pane.add_labelled_dropdown_list(:blending, _INTL("Blending"), {
0 => _INTL("None"),
1 => _INTL("Additive"),
2 => _INTL("Subtractive")
}, 0)
@commands_pane.add_labelled_button(:color_tone, _INTL("Color/Tone"), _INTL("Edit"))
# @commands_pane.add_labelled_dropdown_list(:priority, _INTL("Priority"), { # TODO: Include sub-priority.
# :behind_all => _INTL("Behind all"),
# :behind_user => _INTL("Behind user"),
# :above_user => _INTL("In front of user"),
# :above_all => _INTL("In front of everything")
# }, :above_user)
# :sub_priority
# @commands_pane.add_labelled_button(:masking, _INTL("Masking"), _INTL("Edit"))
# TODO: Add buttons that shift all commands from the current keyframe and
# later forwards/backwards in time?
end
def set_se_pane_contents
# TODO: A list containing all SE files that play this keyframe. Lists SE,
# user cry and target cry.
@se_pane.add_button(:add, _INTL("Add"))
@se_pane.add_button(:edit, _INTL("Edit"))
@se_pane.add_button(:delete, _INTL("Delete"))
end
def set_particle_pane_contents
# TODO: Name should blacklist certain names ("User", "Target", "SE") and
# should be disabled if the value is one of those.
@particle_pane.add_labelled_text_box(:name, _INTL("Name"), _INTL("Untitled"))
# TODO: Graphic should show the graphic's name alongside a "Change" button.
# New kind of control that is a label plus a button?
@particle_pane.add_labelled_button(:graphic, _INTL("Graphic"), _INTL("Change"))
@particle_pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {
:user => _INTL("User"),
:target => _INTL("Target"),
:user_and_target => _INTL("User and target"),
:screen => _INTL("Screen")
}, :user)
# FlipIfFoe
# RotateIfFoe
# Delete button (if not "User"/"Target"/"SE")
# Duplicate button
# Shift all command timings by X keyframes (text box and button)
# Move particle up/down the list?
end
def set_keyframe_pane_contents
@keyframe_pane.add_label(:temp, _INTL("Keyframe pane"))
# TODO: Various command-shifting options.
end
def set_side_panes_contents
set_keyframe_particle_pane_contents
set_commands_pane_contents
set_se_pane_contents
set_particle_pane_contents
set_keyframe_pane_contents
end
def set_particle_list_contents
@particle_list.set_particles(@anim[:particles])
end
def set_play_controls_contents
@play_controls.duration = @particle_list.duration
end
#-----------------------------------------------------------------------------
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.black)
# Fill the top bar with white
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, TOP_BAR_HEIGHT, Color.white)
# 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)
@@ -154,22 +212,31 @@ class AnimationEditor
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 1, SIDE_PANE_Y - 1, SIDE_PANE_WIDTH + 2, SIDE_PANE_HEIGHT + 2, Color.white)
# Fill the side pane with white
@screen_bitmap.bitmap.fill_rect(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT, Color.white)
# Outline around play controls
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 3, PLAY_CONTROLS_Y - 3, PLAY_CONTROLS_WIDTH + 6, PLAY_CONTROLS_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 2, PLAY_CONTROLS_Y - 2, PLAY_CONTROLS_WIDTH + 4, PLAY_CONTROLS_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 1, PLAY_CONTROLS_Y - 1, PLAY_CONTROLS_WIDTH + 2, PLAY_CONTROLS_HEIGHT + 2, Color.white)
# Fill the play controls with white
@screen_bitmap.bitmap.fill_rect(PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, Color.white)
# Outline around timeline/particle list
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 3, PARTICLE_LIST_Y - 3, PARTICLE_LIST_WIDTH + 6, PARTICLE_LIST_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 2, PARTICLE_LIST_Y - 2, PARTICLE_LIST_WIDTH + 4, PARTICLE_LIST_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 1, PARTICLE_LIST_Y - 1, PARTICLE_LIST_WIDTH + 2, PARTICLE_LIST_HEIGHT + 2, Color.white)
end
def refresh_keyframe_particle_pane
if !keyframe || keyframe < 0 || !particle_index || particle_index < 0 ||
!@anim[:particles][particle_index]
@keyframe_particle_pane.visible = false
def refresh_canvas
end
def refresh_commands_pane
if keyframe < 0 || particle_index < 0 || !@anim[:particles][particle_index] ||
@anim[:particles][particle_index][:name] == "SE"
@commands_pane.visible = false
else
@keyframe_particle_pane.visible = true
@commands_pane.visible = true
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
# TODO: Need to do something special for :color, :tone and :graphic/:frame
# which all have button controls.
@keyframe_particle_pane.controls.each do |ctrl|
# TODO: Need to do something special for :color, :tone and :frame which
# all have button controls.
@commands_pane.controls.each do |ctrl|
next if !new_vals.include?(ctrl[0])
ctrl[1].value = new_vals[ctrl[0]][0] if ctrl[1].respond_to?("value=")
# TODO: new_vals[ctrl[0]][1] is whether the value is being interpolated,
@@ -178,15 +245,58 @@ class AnimationEditor
end
end
def refresh_se_pane
if keyframe < 0 || particle_index < 0 || !@anim[:particles][particle_index] ||
@anim[:particles][particle_index][:name] != "SE"
@se_pane.visible = false
else
@se_pane.visible = true
# TODO: Set list of SEs, activate/deactivate buttons accordingly.
end
end
def refresh_particle_pane
if keyframe >= 0 || particle_index < 0
@particle_pane.visible = false
else
@particle_pane.visible = true
new_vals = AnimationEditor::ParticleDataHelper.get_all_particle_values(@anim[:particles][particle_index])
@particle_pane.controls.each do |ctrl|
next if !new_vals.include?(ctrl[0])
ctrl[1].value = new_vals[ctrl[0]] if ctrl[1].respond_to?("value=")
end
# TODO: Disable the name and graphic controls for "User"/"Target".
end
end
def refresh_keyframe_pane
if keyframe < 0 || particle_index >= 0
@keyframe_pane.visible = false
else
@keyframe_pane.visible = true
end
end
def refresh_particle_list
@particle_list.refresh
end
def refresh_play_controls
@play_controls.refresh
end
def refresh
# Set canvas display
refresh_canvas
# Set all side pane controls to values from animation
refresh_keyframe_particle_pane
refresh_commands_pane
refresh_se_pane
refresh_particle_pane
refresh_keyframe_pane
# Set particle list's contents
refresh_particle_list
# Set play controls' information
refresh_play_controls
end
#-----------------------------------------------------------------------------
@@ -197,23 +307,96 @@ class AnimationEditor
# double-clicking to add particle, deleting particle.
end
def update_keyframe_particle_pane
@keyframe_particle_pane.update
@captured = :keyframe_particle_pane if @keyframe_particle_pane.busy?
if @keyframe_particle_pane.changed?
def update_commands_pane
return if !@commands_pane.visible
@commands_pane.update
if @commands_pane.busy?
@captured = [@commands_pane, :update_commands_pane]
end
if @commands_pane.changed?
# TODO: Make undo/redo snapshot.
values = @keyframe_particle_pane.values
# TODO: Apply vals to the animation data, unless the changed control is a
# button (its value will be true), in which case run some special
# code. Maybe this special code should be passed to/run in the
# control as a proc instead, and the button control can be given a
# value like any other control? Probably not.
echoln values
if values[:color]
elsif values[:tone]
elsif values[:graphic]
values = @commands_pane.values
values.each_pair do |property, value|
case property
when :color_tone # Button
# TODO: Open the colour/tone side pane.
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
if new_cmds
particle[property] = new_cmds
else
particle.delete(property)
end
@particle_list.change_particle_commands(particle_index)
@play_controls.duration = @particle_list.duration
refresh_commands_pane
end
end
@keyframe_particle_pane.clear_changed
@commands_pane.clear_changed
end
end
def update_se_pane
return if !@se_pane.visible
@se_pane.update
if @se_pane.busy?
@captured = [@se_pane, :update_se_pane]
end
# TODO: Enable the "Edit" and "Delete" controls only if an SE is selected.
if @se_pane.changed?
# TODO: Make undo/redo snapshot.
values = @se_pane.values
values.each_pair do |property, value|
case property
when :add # Button
when :edit # Button
when :delete # Button
else
particle = @anim[:particles][particle_index]
end
end
@se_pane.clear_changed
end
end
def update_particle_pane
return if !@particle_pane.visible
@particle_pane.update
if @particle_pane.busy?
@captured = [@particle_pane, :update_particle_pane]
end
if @particle_pane.changed?
# TODO: Make undo/redo snapshot.
values = @particle_pane.values
values.each_pair do |property, value|
case property
when :graphic # Button
# TODO: Open the graphic chooser pop-up window.
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.set_property(particle, property, value)
@particle_list.change_particle(particle_index)
refresh_particle_pane
end
end
@particle_pane.clear_changed
end
end
def update_keyframe_pane
return if !@keyframe_pane.visible
@keyframe_pane.update
if @keyframe_pane.busy?
@captured = [@keyframe_pane, :update_keyframe_pane]
end
if @keyframe_pane.changed?
# TODO: Make undo/redo snapshot.
values = @keyframe_pane.values
values.each_pair do |property, value|
# TODO: Stuff here once I decide what controls to add.
end
@keyframe_pane.clear_changed
end
end
@@ -221,34 +404,44 @@ class AnimationEditor
old_keyframe = keyframe
old_particle_index = particle_index
@particle_list.update
@captured = :particle_list if @particle_list.busy?
if @particle_list.busy?
@captured = [@particle_list, :update_particle_list]
end
if @particle_list.changed?
refresh_keyframe_particle_pane if keyframe != old_keyframe || particle_index != old_particle_index
refresh if keyframe != old_keyframe || particle_index != old_particle_index
# TODO: Lots of stuff here.
@particle_list.clear_changed
end
@particle_list.repaint
end
def update_play_controls
@play_controls.update
@play_controls.repaint
if @play_controls.busy?
@captured = [@play_controls, :update_play_controls]
end
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
if @play_controls.changed?
@play_controls.clear_changed
end
@play_controls.repaint
end
def update
if @captured
# TODO: There must be a better way to do this.
case @captured
when :canvas
update_canvas
@captured = nil if !@canvas.busy?
when :keyframe_particle_pane
update_keyframe_particle_pane
@captured = nil if !@keyframe_particle_pane.busy?
when :particle_list
update_particle_list
@captured = nil if !@particle_list.busy?
end
else
update_canvas
update_keyframe_particle_pane
update_particle_list
self.send(@captured[1])
@captured = nil if !@captured[0].busy?
return
end
update_canvas
update_commands_pane
update_se_pane
update_particle_pane
update_keyframe_pane
update_particle_list
update_play_controls
end
#-----------------------------------------------------------------------------

View File

@@ -5,15 +5,21 @@
# time the horizontal scrollbar changes.
#===============================================================================
class UIControls::AnimationParticleList < UIControls::BaseControl
LIST_WIDTH = 150
VIEWPORT_SPACING = 1
TIMELINE_HEIGHT = 24 - VIEWPORT_SPACING
LIST_X = 0
LIST_Y = TIMELINE_HEIGHT + VIEWPORT_SPACING
LIST_WIDTH = 150 - VIEWPORT_SPACING
COMMANDS_X = LIST_WIDTH + VIEWPORT_SPACING
COMMANDS_Y = LIST_Y
ROW_HEIGHT = 24
TIMELINE_HEIGHT = 24
DIAMOND_SIZE = 3
TIMELINE_LEFT_BUFFER = DIAMOND_SIZE + 1 # Allows diamonds at keyframe 0 to be drawn fully
TIMELINE_TEXT_SIZE = 16
KEYFRAME_SPACING = 20
INTERP_LINE_HEIGHT = KEYFRAME_SPACING - ((DIAMOND_SIZE * 2) + 3)
INTERP_LINE_Y = (TIMELINE_HEIGHT / 2) - (INTERP_LINE_HEIGHT / 2)
INTERP_LINE_Y = (ROW_HEIGHT / 2) - (INTERP_LINE_HEIGHT / 2)
DURATION_BUFFER = 20 # Extra keyframes shown after the animation's end
CONTROL_BG_COLORS = {
:user => Color.new(96, 248, 96), # Green
@@ -24,7 +30,6 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
SE_CONTROL_BG = Color.gray
attr_reader :keyframe # The selected keyframe
attr_reader :particle_index # Index in @particles
def initialize(x, y, width, height, viewport)
super(width, height, viewport)
@@ -33,28 +38,28 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
draw_control_background
# Create viewports
@list_viewport = Viewport.new(
x, y + TIMELINE_HEIGHT, LIST_WIDTH, height - TIMELINE_HEIGHT - UIControls::Scrollbar::SLIDER_WIDTH - 1
x + LIST_X, y + LIST_Y, LIST_WIDTH, height - LIST_Y - UIControls::Scrollbar::SLIDER_WIDTH - VIEWPORT_SPACING
)
@list_viewport.z = self.viewport.z + 1
@commands_bg_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, @list_viewport.rect.y,
width - @list_viewport.rect.width - UIControls::Scrollbar::SLIDER_WIDTH,
@list_viewport.rect.height)
@commands_bg_viewport = Viewport.new(
x + COMMANDS_X, y + COMMANDS_Y,
width - COMMANDS_X - UIControls::Scrollbar::SLIDER_WIDTH - VIEWPORT_SPACING, @list_viewport.rect.height
)
@commands_bg_viewport.z = self.viewport.z + 1
@position_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, y, @commands_bg_viewport.rect.width, height)
@position_viewport = Viewport.new(@commands_bg_viewport.rect.x, y, @commands_bg_viewport.rect.width, height)
@position_viewport.z = self.viewport.z + 2
@commands_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, @list_viewport.rect.y,
width - @list_viewport.rect.width - UIControls::Scrollbar::SLIDER_WIDTH,
@list_viewport.rect.height)
@commands_viewport = Viewport.new(@commands_bg_viewport.rect.x, @commands_bg_viewport.rect.y,
@commands_bg_viewport.rect.width, @commands_bg_viewport.rect.height)
@commands_viewport.z = self.viewport.z + 3
# Create scrollbar
@list_scrollbar = UIControls::Scrollbar.new(
@commands_viewport.rect.x + @commands_viewport.rect.width, @commands_viewport.rect.y,
@commands_viewport.rect.height + 1, self.viewport, false, true
x + width - UIControls::Scrollbar::SLIDER_WIDTH, @commands_bg_viewport.rect.y,
@commands_bg_viewport.rect.height, self.viewport, false, true
)
@list_scrollbar.set_interactive_rects
@time_scrollbar = UIControls::Scrollbar.new(
@commands_viewport.rect.x, @commands_viewport.rect.y + @commands_viewport.rect.height + 1,
@commands_viewport.rect.width, self.viewport, true, true
@commands_bg_viewport.rect.x, y + height - UIControls::Scrollbar::SLIDER_WIDTH,
@commands_bg_viewport.rect.width, self.viewport, true, true
)
@time_scrollbar.set_interactive_rects
# Timeline bitmap sprite
@@ -64,7 +69,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
@timeline_sprite.bitmap.font.color = TEXT_COLOR
@timeline_sprite.bitmap.font.size = TIMELINE_TEXT_SIZE
# Position line sprite
@position_sprite = BitmapSprite.new(3, height - UIControls::Scrollbar::SLIDER_WIDTH - 1, @position_viewport)
@position_sprite = BitmapSprite.new(3, height - UIControls::Scrollbar::SLIDER_WIDTH - VIEWPORT_SPACING, @position_viewport)
@position_sprite.ox = @position_sprite.width / 2
@position_sprite.bitmap.fill_rect(0, 0, @position_sprite.bitmap.width, @position_sprite.bitmap.height, Color.red)
# List sprites and commands sprites
@@ -77,9 +82,10 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
@duration = 0
# Selected things
@keyframe = 0
@particle_index = 0
@row_index = 0
# Particle information to display (one row each)
@particles = [] # Reference to particle data from the editor scene
@expanded_particles = [0] # Each element is index in @particles
@particle_list = [] # Each element is index in @particles or [index, property]
@visibilities = [] # Per particle
@commands = {}
@@ -90,10 +96,10 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
# Background
self.bitmap.fill_rect(0, 0, width, height, Color.white)
# Separator lines
self.bitmap.fill_rect(0, TIMELINE_HEIGHT - 1, width, 1, Color.black)
self.bitmap.fill_rect(LIST_WIDTH - 1, 0, 1, height, Color.black)
self.bitmap.fill_rect(0, height - UIControls::Scrollbar::SLIDER_WIDTH - 1, width, 1, Color.black)
self.bitmap.fill_rect(width - UIControls::Scrollbar::SLIDER_WIDTH - 1, 0, 1, height, Color.black)
self.bitmap.fill_rect(0, TIMELINE_HEIGHT, width, VIEWPORT_SPACING, Color.black)
self.bitmap.fill_rect(LIST_WIDTH, 0, VIEWPORT_SPACING, height, Color.black)
self.bitmap.fill_rect(0, height - UIControls::Scrollbar::SLIDER_WIDTH - VIEWPORT_SPACING, width, VIEWPORT_SPACING, Color.black)
self.bitmap.fill_rect(width - UIControls::Scrollbar::SLIDER_WIDTH - VIEWPORT_SPACING, 0, VIEWPORT_SPACING, height, Color.black)
end
def dispose_listed_sprites
@@ -116,6 +122,15 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
@commands_viewport.dispose
end
def duration
return [@duration - DURATION_BUFFER, 0].max
end
def particle_index
ret = @particle_list[@row_index]
return (ret.is_a?(Array)) ? ret[0] : ret
end
def left_pos=(val)
old_val = @left_pos
total_width = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
@@ -133,7 +148,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
def top_pos=(val)
old_val = @top_pos
total_height = @particle_list.length * ROW_HEIGHT
total_height = (@particle_list.length * ROW_HEIGHT) + 1
if total_height <= @list_viewport.rect.height
@top_pos = 0
else
@@ -141,6 +156,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
@top_pos = @top_pos.clamp(0, total_height - @list_viewport.rect.height)
end
@list_viewport.oy = @top_pos
@commands_bg_viewport.oy = @top_pos
@commands_viewport.oy = @top_pos
if @top_pos != old_val
invalidate_rows
@@ -150,12 +166,22 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
def set_particles(particles)
@particles = particles
@particle_list.clear
calculate_all_commands_and_durations
create_sprites
end
def create_sprites
# Fill in @particle_list with indices from @particles
@particle_list.clear
@particles.length.times do |i|
@particle_list.push(i)
next if !@expanded_particles.include?(i)
@particles[i].each_pair do |property, value|
@particle_list.push([i, property]) if value.is_a?(Array)
end
end
# Dispose of and clear all existing list/commands sprites
dispose_listed_sprites
# Fill in @particle_list with indices from @particles
@particles.length.times { |i| @particle_list.push(i) }
# Create new sprites for each particle (1x list and 2x commands)
@particle_list.length.times do
list_sprite = BitmapSprite.new(@list_viewport.rect.width, ROW_HEIGHT, @list_viewport)
@@ -174,9 +200,12 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
commands_sprite.bitmap.font.size = TEXT_SIZE
@commands_sprites.push(commands_sprite)
end
@list_scrollbar.range = @particle_list.length * ROW_HEIGHT
# Set scrollbars to the correct lengths
@list_scrollbar.range = (@particle_list.length * ROW_HEIGHT) + 1
@time_scrollbar.range = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
self.left_pos = @left_pos
self.top_pos = @top_pos
# Redraw all sprites
invalidate
end
@@ -219,6 +248,8 @@ class UIControls::AnimationParticleList < 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
@@ -228,31 +259,101 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
# particle was changed, recalculate only that particle's commands.
def calculate_all_commands_and_durations
calculate_duration
calculate_all_commands
end
def calculate_all_commands
@commands = {}
@particles.each_with_index do |particle, i|
overall_commands = []
@particles.each_with_index do |particle, index|
calculate_commands_for_particle(index)
end
end
def calculate_commands_for_particle(index)
# TODO: Delete everything from @commands that includes index.
overall_commands = []
@particles[index].each_pair do |property, value|
next if !value.is_a?(Array)
cmds = AnimationEditor::ParticleDataHelper.get_particle_property_commands_timeline(@particles[index], value, property)
@commands[[index, property]] = cmds
cmds.each_with_index do |cmd, i|
next if !cmd
overall_commands[i] = (cmd.is_a?(Array)) ? cmd.clone : cmd
end
end
@commands[index] = overall_commands
# Calculate visibilities for every keyframe
@visibilities[index] = AnimationEditor::ParticleDataHelper.get_timeline_particle_visibilities(
@particles[index], @duration - DURATION_BUFFER
)
end
# 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|
if @particle_list.none? { |value| next !value.is_a?(Array) && value == index }
missing = true
break
end
next if !@expanded_particles.include?(index)
particle.each_pair do |property, value|
next if !value.is_a?(Array)
cmds = AnimationEditor::ParticleDataHelper.get_particle_property_commands_timeline(value, property)
@commands[[i, property]] = cmds
cmds.each_with_index do |cmd, j|
next if !cmd
overall_commands[j] = (cmd.is_a?(Array)) ? cmd.clone : cmd
if @particle_list.none? { |value| next value.is_a?(Array) && value[0] == index && value[1] == property }
missing = true
break
end
end
@commands[i] = overall_commands
break if missing
end
# Calculate visibilities for every keyframe
@particles.each_with_index do |particle, i|
@visibilities[i] = AnimationEditor::ParticleDataHelper.get_timeline_particle_visibilities(
particle, @duration - DURATION_BUFFER
)
return true if missing
# Go through all sprites to ensure there are none for a particle or
# particle/property that don't exist
excess = false
@particle_list.each do |value|
if value.is_a?(Array)
excess = true if !@particles[value[0]] || !@particles[value[0]][value[1]] ||
@particles[value[0]][value[1]].empty?
else
excess = true if !@particles[value]
end
break if excess
end
return excess
end
# Called when a change is made to a particle's commands.
def change_particle_commands(index)
old_duration = @duration
calculate_duration
if @duration != old_duration
calculate_all_commands
else
calculate_commands_for_particle(index)
end
sprites_need_changing = ensure_sprites
if @duration != old_duration || sprites_need_changing
@keyframe = @keyframe.clamp(0, @duration - 1)
@row_index = @row_index.clamp(0, @particle_list.length - 1)
create_sprites
end
invalidate
end
# Called when a change is made to a particle's general properties.
def change_particle(index)
invalidate_rows
end
# TODO: Methods that will show/hide individual property rows for a given
# @particles index.
#-----------------------------------------------------------------------------
def each_visible_keyframe(early_start = false)
full_width = @commands_viewport.rect.width
start_keyframe = ((@left_pos - TIMELINE_LEFT_BUFFER) / KEYFRAME_SPACING)
@@ -279,18 +380,17 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
def property_display_name(property)
return {
:graphic => "Graphic",
:frame => "Graphic frame",
:blending => "Blending",
:flip => "Flip",
:x => "X",
:y => "Y",
:zoom_x => "Zoom X",
:zoom_y => "Zoom Y",
:angle => "Angle",
:visible => "Visible",
:opacity => "Opacity"
}[property] || "Unnamed property"
:frame => _INTL("Graphic frame"),
:blending => _INTL("Blending"),
:flip => _INTL("Flip"),
:x => _INTL("X"),
:y => _INTL("Y"),
:zoom_x => _INTL("Zoom X"),
:zoom_y => _INTL("Zoom Y"),
:angle => _INTL("Angle"),
:visible => _INTL("Visible"),
:opacity => _INTL("Opacity")
}[property] || property.capitalize
end
def repaint
@@ -333,7 +433,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
end
def refresh_position_line
@position_sprite.visible = (@keyframe && @keyframe >= 0)
@position_sprite.visible = (@keyframe >= 0)
if @keyframe >= 0
@position_sprite.x = TIMELINE_LEFT_BUFFER + (@keyframe * KEYFRAME_SPACING) - @left_pos
end
@@ -344,6 +444,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
spr = @list_sprites[index]
return if !spr
spr.bitmap.clear
box_x = (@particle_list[index].is_a?(Array)) ? 16 : 0
# Get the background color
p_index = (@particle_list[index].is_a?(Array)) ? @particle_list[index][0] : @particle_list[index]
particle_data = @particles[p_index]
@@ -365,14 +466,15 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
elsif !@captured_row && !@captured_keyframe && @hover_row && @hover_row == index && !@hover_keyframe
hover_color = HOVER_COLOR
end
spr.bitmap.fill_rect(0, 1, spr.width - 1, spr.height - 1, hover_color) if hover_color
spr.bitmap.fill_rect(box_x, 1, spr.width - box_x, spr.height - 1, hover_color) if hover_color
# Draw outline
spr.bitmap.outline_rect(0, 1, spr.width - 1, spr.height - 1, bg_color, 2)
spr.bitmap.outline_rect(box_x, 1, spr.width - box_x, spr.height - 1, bg_color, 2)
# Draw text
if @particle_list[index].is_a?(Array)
draw_text(spr.bitmap, 3 + 40, 3, property_display_name(@particle_list[index][1]))
draw_text(spr.bitmap, box_x + 4, 0, "") # ►
draw_text(spr.bitmap, box_x + 4 + 17, 3, property_display_name(@particle_list[index][1]))
else
draw_text(spr.bitmap, 3, 3, @particles[p_index][:name] || "Unnamed")
draw_text(spr.bitmap, 4, 3, @particles[p_index][:name] || "Unnamed")
end
end
@@ -394,7 +496,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
each_visible_keyframe do |i|
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
# Draw bg
if i < @duration - DURATION_BUFFER && (particle_data[:name] == "SE" || visible_cmds[i])
if i < @duration - DURATION_BUFFER && visible_cmds[i]
bg_spr.bitmap.fill_rect(draw_x, 1, KEYFRAME_SPACING, ROW_HEIGHT - 2, bg_color)
end
# Draw hover highlight
@@ -413,14 +515,14 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
end
bg_spr.bitmap.fill_rect(draw_x - (KEYFRAME_SPACING / 2), 2, KEYFRAME_SPACING, ROW_HEIGHT - 3, hover_color) if hover_color
next if i >= @duration - DURATION_BUFFER
next if particle_data[:name] != "SE" && !visible_cmds[i]
next if !visible_cmds[i]
# Draw outline
bg_spr.bitmap.fill_rect(draw_x, 1, KEYFRAME_SPACING, 1, Color.black) # Top
bg_spr.bitmap.fill_rect(draw_x, ROW_HEIGHT - 1, KEYFRAME_SPACING, 1, Color.black) # Bottom
if i <= 0 || (particle_data[:name] != "SE" && !visible_cmds[i - 1])
if i <= 0 || !visible_cmds[i - 1]
bg_spr.bitmap.fill_rect(draw_x, 1, 1, ROW_HEIGHT - 1, Color.black) # Left
end
if i == @duration - DURATION_BUFFER - 1 || (particle_data[:name] != "SE" && i < @duration - 1 && !visible_cmds[i + 1])
if i == @duration - DURATION_BUFFER - 1 || (i < @duration - 1 && !visible_cmds[i + 1])
bg_spr.bitmap.fill_rect(draw_x + KEYFRAME_SPACING, 1, 1, ROW_HEIGHT - 1, Color.black) # Right
end
end
@@ -439,7 +541,7 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
next if !cmds[i]
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
# Draw command diamond
spr.bitmap.fill_diamond(draw_x, TIMELINE_HEIGHT / 2, DIAMOND_SIZE, TEXT_COLOR)
spr.bitmap.fill_diamond(draw_x, ROW_HEIGHT / 2, DIAMOND_SIZE, TEXT_COLOR)
# Draw interpolation line
if cmds[i].is_a?(Array)
spr.bitmap.draw_interpolation_line(
@@ -500,14 +602,17 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
when :list
new_hover_row = (mouse_y + @top_pos - rect.y) / ROW_HEIGHT
break if new_hover_row >= @particle_list.length
listed_element = @particle_list[new_hover_row]
p_index = listed_element.is_a?(Array) ? listed_element[0] : listed_element
break if @particles[p_index][:name] == "SE"
ret = [area, nil, new_hover_row]
when :timeline
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2)) / KEYFRAME_SPACING
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2) - 1) / KEYFRAME_SPACING
break if new_hover_keyframe < 0 || new_hover_keyframe >= @duration
ret = [area, new_hover_keyframe, nil]
when :commands
new_hover_row = (mouse_y + @top_pos - rect.y) / ROW_HEIGHT
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2)) / KEYFRAME_SPACING
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2) - 1) / KEYFRAME_SPACING
break if new_hover_row >= @particle_list.length
break if new_hover_keyframe < 0 || new_hover_keyframe >= @duration
ret = [area, new_hover_keyframe, new_hover_row]
@@ -535,9 +640,14 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
if @captured_area == hover_element[0] &&
@captured_keyframe == hover_element[1] &&
@captured_row == hover_element[2]
set_changed if @keyframe != @captured_keyframe || @particle_index != @captured_row
if @captured_row && @particle_list[@captured_row].is_a?(Array)
# TODO: If I want to be able to select individual property rows and/or
# diamonds, I shouldn't have this line.
@captured_row = @particle_list.index(@particle_list[@captured_row][0])
end
set_changed if @keyframe != @captured_keyframe || @row_index != @captured_row
@keyframe = @captured_keyframe || -1
@particle_index = @captured_row || -1
@row_index = @captured_row || -1
end
end
@captured_keyframe = nil
@@ -545,6 +655,11 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
super # Make this control not busy again
end
def on_right_mouse_release
# TODO: Toggle interpolation line at mouse's position. Should this also have
# a def on_right_mouse_press and @right_captured_whatever?
end
def update_hover_highlight
# Remove the hover highlight if there are no interactions for this control
# or if the mouse is off-screen
@@ -608,32 +723,54 @@ class UIControls::AnimationParticleList < UIControls::BaseControl
# Update the current keyframe line's position
refresh_position_line
if Input.release?(Input::MOUSERIGHT)
on_right_mouse_release
end
# TODO: This is testing code, and should be replaced by clicking on the
# timeline or a command sprite. Maybe keep it after all?
if Input.trigger?(Input::LEFT)
# timeline or a command sprite. Maybe keep it after all? If so,
# probably change left/right to <>, and also move the scrollbar(s) to
# keep the "cursor" on-screen.
if Input.repeat?(Input::LEFT)
if @keyframe > 0
@keyframe -= 1
echoln "keyframe = #{@keyframe}"
set_changed
end
elsif Input.trigger?(Input::RIGHT)
if @keyframe < @duration - DURATION_BUFFER
elsif Input.repeat?(Input::RIGHT)
if @keyframe < @duration - 1
@keyframe += 1
echoln "keyframe = #{@keyframe}"
set_changed
end
elsif Input.trigger?(Input::UP)
if @particle_index > 0
@particle_index -= 1
echoln "particle_index = #{@particle_index}"
set_changed
end
elsif Input.trigger?(Input::DOWN)
if @particle_index < @particles.length - 1
@particle_index += 1
echoln "particle_index = #{@particle_index}"
set_changed
# TODO: If this is to be kept, @row_index should be changed by potentially
# more than 1, so that @particle_list[@row_index] is an integer and
# not an array.
# elsif Input.repeat?(Input::UP)
# if @row_index > 0
# @row_index -= 1
# set_changed
# end
# elsif Input.repeat?(Input::DOWN)
# if @row_index < @particles.length - 1
# @row_index += 1
# set_changed
# end
end
# Mouse scroll wheel
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y
if @interactions[:list].contains?(mouse_x, mouse_y) ||
@interactions[:commands].contains?(mouse_x, mouse_y)
wheel_v = Input.scroll_v
if wheel_v > 0 # Scroll up
@list_scrollbar.slider_top -= UIControls::Scrollbar::SCROLL_DISTANCE
self.top_pos = @list_scrollbar.position
elsif wheel_v < 0 # Scroll down
@list_scrollbar.slider_top += UIControls::Scrollbar::SCROLL_DISTANCE
self.top_pos = @list_scrollbar.position
end
end
end
end
end

View File

@@ -0,0 +1,27 @@
#===============================================================================
# TODO
#===============================================================================
class UIControls::AnimationPlayControls < UIControls::BaseControl
TEXT_OFFSET_Y = 5
def initialize(x, y, width, height, viewport)
super(width, height, viewport)
self.x = x
self.y = y
@duration = 0
end
def duration=(new_val)
return if @duration == new_val
@duration = new_val
refresh
end
#-----------------------------------------------------------------------------
def refresh
super
draw_text(self.bitmap, 12, TEXT_OFFSET_Y + 14, _INTL("Play controls not added yet!"))
draw_text(self.bitmap, width - 134, TEXT_OFFSET_Y, _INTL("Total length: {1}s", @duration / 20.0))
end
end

View File

@@ -6,7 +6,7 @@ module AnimationEditor::ParticleDataHelper
particles.each do |p|
p.each_pair do |cmd, val|
next if !val.is_a?(Array) || val.length == 0
max = val.last[0] + val.last[1]
max = val.last[0] + val.last[1] # Keyframe + duration
ret = max if ret < max
end
end
@@ -51,7 +51,6 @@ module AnimationEditor::ParticleDataHelper
ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
(first_visible_cmd < 0 || frame < first_visible_cmd)
end
echoln "here 2: #{ret}"
return ret
end
@@ -63,6 +62,14 @@ module AnimationEditor::ParticleDataHelper
return ret
end
def get_all_particle_values(particle)
ret = {}
GameData::Animation::PARTICLE_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = particle[prop] || default
end
return ret
end
# TODO: Generalise this to any property?
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
@@ -75,7 +82,7 @@ module AnimationEditor::ParticleDataHelper
property, particle[:name])
end
value = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[:visible]
value = true if ["User", "Target"].include?(particle[:name])
value = true if ["User", "Target", "SE"].include?(particle[:name])
ret = []
if particle[:visible]
particle[:visible].each { |cmd| ret[cmd[0]] = cmd[2] }
@@ -112,8 +119,13 @@ module AnimationEditor::ParticleDataHelper
# 0 - SetXYZ
# [+/- duration, interpolation type] --- MoveXYZ (duration's sign is whether
# it makes the value higher or lower)
def get_particle_property_commands_timeline(commands, property)
def get_particle_property_commands_timeline(particle, commands, property)
return nil if !commands || commands.length == 0
if particle[:name] == "SE"
ret = []
commands.each { |cmd| ret[cmd[0]] = 0 }
return ret
end
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("No default value for property {1} in PARTICLE_KEYFRAME_DEFAULT_VALUES.", property)
end
@@ -134,4 +146,66 @@ module AnimationEditor::ParticleDataHelper
return ret
end
#-----------------------------------------------------------------------------
def set_property(particle, property, value)
particle[property] = value
end
def add_command(particle, property, frame, value)
# Split particle[property] into values and interpolation arrays
set_points = [] # All SetXYZ commands (the values thereof)
end_points = [] # End points of MoveXYZ commands (the values thereof)
interps = [] # Interpolation type from a keyframe to the next point
if particle && particle[property]
particle[property].each do |cmd|
if cmd[1] == 0 # SetXYZ
set_points[cmd[0]] = cmd[2]
else
interps[cmd[0]] = cmd[3] || :linear
end_points[cmd[0] + cmd[1]] = cmd[2]
end
end
end
# Add new command to points (may replace an existing command)
interp = :none
(frame + 1).times do |i|
interp = :none if set_points[i] || end_points[i]
interp = interps[i] if interps[i]
end
interps[frame] = interp if interp != :none
set_points[frame] = value
# Convert points and interps back into particle[property]
ret = []
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1}.", property)
end
val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
val = true if property == :visible && ["User", "Target", "SE"].include?(particle[:name])
length = [set_points.length, end_points.length].max
length.times do |i|
if !set_points[i].nil? && set_points[i] != val
ret.push([i, 0, set_points[i]])
val = set_points[i]
end
if interps[i] && interps[i] != :none
((i + 1)..length).each do |j|
next if set_points[j].nil? && end_points[j].nil?
if set_points[j].nil?
break if end_points[j] == val
ret.push([i, j - i, end_points[j], interps[i]])
val = end_points[j]
end_points[j] = nil
else
break if set_points[j] == val
ret.push([i, j - i, set_points[j], interps[i]])
val = set_points[j]
set_points[j] = nil
end
break
end
end
end
return (ret.empty?) ? nil : ret
end
end