Refactored animation editor code into a single module

This commit is contained in:
Maruno17
2023-03-06 22:25:45 +00:00
parent ee72ad371f
commit 3a9199da1b
8 changed files with 3454 additions and 3435 deletions

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@@ -1,432 +1,436 @@
#===============================================================================
# Paths and interpolation
#===============================================================================
class ControlPointSprite < Sprite
attr_accessor :dragging
module BattleAnimationEditor
module_function
def initialize(red, viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(6, 6)
self.bitmap.fill_rect(0, 0, 6, 1, Color.black)
self.bitmap.fill_rect(0, 0, 1, 6, Color.black)
self.bitmap.fill_rect(0, 5, 6, 1, Color.black)
self.bitmap.fill_rect(5, 0, 1, 6, Color.black)
color = (red) ? Color.new(255, 0, 0) : Color.black
self.bitmap.fill_rect(2, 2, 2, 2, color)
self.x = -6
self.y = -6
self.visible = false
@dragging = false
end
#===============================================================================
# Paths and interpolation
#===============================================================================
class ControlPointSprite < Sprite
attr_accessor :dragging
def mouseover
if Input.time?(Input::MOUSELEFT) == 0 || !@dragging
def initialize(red, viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(6, 6)
self.bitmap.fill_rect(0, 0, 6, 1, Color.black)
self.bitmap.fill_rect(0, 0, 1, 6, Color.black)
self.bitmap.fill_rect(0, 5, 6, 1, Color.black)
self.bitmap.fill_rect(5, 0, 1, 6, Color.black)
color = (red) ? Color.new(255, 0, 0) : Color.black
self.bitmap.fill_rect(2, 2, 2, 2, color)
self.x = -6
self.y = -6
self.visible = false
@dragging = false
return
end
mouse = Mouse.getMousePos(true)
return if !mouse
self.x = [[mouse[0], 0].max, 512].min
self.y = [[mouse[1], 0].max, 384].min
end
def hittest?
return true if !self.visible
mouse = Mouse.getMousePos(true)
return false if !mouse
return mouse[0] >= self.x && mouse[0] < self.x + 6 &&
mouse[1] >= self.y && mouse[1] < self.y + 6
end
def inspect
return "[#{self.x},#{self.y}]"
end
def dispose
self.bitmap.dispose
super
end
end
#===============================================================================
#
#===============================================================================
class PointSprite < Sprite
def initialize(x, y, viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(2, 2)
self.bitmap.fill_rect(0, 0, 2, 2, Color.black)
self.x = x
self.y = y
end
def dispose
self.bitmap.dispose
super
end
end
#===============================================================================
#
#===============================================================================
class PointPath
include Enumerable
def initialize
@points = []
@distances = []
@totaldist = 0
end
def [](x)
return @points[x].clone
end
def each
@points.each { |o| yield o.clone }
end
def size
return @points.size
end
def length
return @points.length
end
def totalDistance
return @totaldist
end
def inspect
p = []
@points.each do |point|
p.push([point[0].to_i, point[1].to_i])
end
return p.inspect
end
def isEndPoint?(x, y)
return false if @points.length == 0
index = @points.length - 1
return @points[index][0] == x &&
@points[index][1] == y
end
def addPoint(x, y)
@points.push([x, y])
if @points.length > 1
len = @points.length
dx = @points[len - 2][0] - @points[len - 1][0]
dy = @points[len - 2][1] - @points[len - 1][1]
dist = Math.sqrt((dx * dx) + (dy * dy))
@distances.push(dist)
@totaldist += dist
end
end
def clear
@points.clear
@distances.clear
@totaldist = 0
end
def smoothPointPath(frames, roundValues = false)
raise ArgumentError.new("frames out of range: #{frames}") if frames < 0
ret = PointPath.new
return ret if @points.length == 0
step = 1.0 / frames
t = 0.0
(frames + 2).times do
point = pointOnPath(t)
if roundValues
ret.addPoint(point[0].round, point[1].round)
else
ret.addPoint(point[0], point[1])
def mouseover
if Input.time?(Input::MOUSELEFT) == 0 || !@dragging
@dragging = false
return
end
t += step
t = [1.0, t].min
mouse = Mouse.getMousePos(true)
return if !mouse
self.x = [[mouse[0], 0].max, 512].min
self.y = [[mouse[1], 0].max, 384].min
end
def hittest?
return true if !self.visible
mouse = Mouse.getMousePos(true)
return false if !mouse
return mouse[0] >= self.x && mouse[0] < self.x + 6 &&
mouse[1] >= self.y && mouse[1] < self.y + 6
end
def inspect
return "[#{self.x},#{self.y}]"
end
def dispose
self.bitmap.dispose
super
end
return ret
end
def pointOnPath(t)
if t < 0 || t > 1
raise ArgumentError.new("t out of range for pointOnPath: #{t}")
#===============================================================================
#
#===============================================================================
class PointSprite < Sprite
def initialize(x, y, viewport = nil)
super(viewport)
self.bitmap = Bitmap.new(2, 2)
self.bitmap.fill_rect(0, 0, 2, 2, Color.black)
self.x = x
self.y = y
end
return nil if @points.length == 0
ret = @points[@points.length - 1].clone
return ret if @points.length == 1
curdist = 0
distForT = @totaldist * t
i = 0
@distances.each do |dist|
curdist += dist
if dist > 0.0 && curdist >= distForT
distT = 1.0 - ((curdist - distForT) / dist)
dx = @points[i + 1][0] - @points[i][0]
dy = @points[i + 1][1] - @points[i][1]
ret = [@points[i][0] + (dx * distT),
@points[i][1] + (dy * distT)]
break
def dispose
self.bitmap.dispose
super
end
end
#===============================================================================
#
#===============================================================================
class PointPath
include Enumerable
def initialize
@points = []
@distances = []
@totaldist = 0
end
def [](x)
return @points[x].clone
end
def each
@points.each { |o| yield o.clone }
end
def size
return @points.size
end
def length
return @points.length
end
def totalDistance
return @totaldist
end
def inspect
p = []
@points.each do |point|
p.push([point[0].to_i, point[1].to_i])
end
i += 1
return p.inspect
end
return ret
end
end
#===============================================================================
#
#===============================================================================
def catmullRom(p1, p2, p3, p4, t)
# p1=prevPoint, p2=startPoint, p3=endPoint, p4=nextPoint, t is from 0 through 1
t2 = t * t
t3 = t2 * t
return 0.5 * ((2 * p2) + (t * (p3 - p1)) +
(t2 * ((2 * p1) - (5 * p2) + (4 * p3) - p4)) +
(t3 * (p4 - (3 * p3) + (3 * p2) - p1)))
end
def isEndPoint?(x, y)
return false if @points.length == 0
index = @points.length - 1
return @points[index][0] == x &&
@points[index][1] == y
end
def getCatmullRomPoint(src, t)
x = 0, y = 0
t *= 3.0
if t < 1.0
x = catmullRom(src[0].x, src[0].x, src[1].x, src[2].x, t)
y = catmullRom(src[0].y, src[0].y, src[1].y, src[2].y, t)
elsif t < 2.0
t -= 1.0
x = catmullRom(src[0].x, src[1].x, src[2].x, src[3].x, t)
y = catmullRom(src[0].y, src[1].y, src[2].y, src[3].y, t)
else
t -= 2.0
x = catmullRom(src[1].x, src[2].x, src[3].x, src[3].x, t)
y = catmullRom(src[1].y, src[2].y, src[3].y, src[3].y, t)
end
return [x, y]
end
def addPoint(x, y)
@points.push([x, y])
if @points.length > 1
len = @points.length
dx = @points[len - 2][0] - @points[len - 1][0]
dy = @points[len - 2][1] - @points[len - 1][1]
dist = Math.sqrt((dx * dx) + (dy * dy))
@distances.push(dist)
@totaldist += dist
end
end
def getCurvePoint(src, t)
return getCatmullRomPoint(src, t)
end
def clear
@points.clear
@distances.clear
@totaldist = 0
end
def curveToPointPath(curve, numpoints)
return nil if numpoints < 2
path = PointPath.new
step = 1.0 / (numpoints - 1)
t = 0.0
numpoints.times do
point = getCurvePoint(curve, t)
path.addPoint(point[0], point[1])
t += step
end
return path
end
def pbDefinePath(canvas)
sliderwin2 = ControlWindow.new(0, 0, 320, 320)
sliderwin2.viewport = canvas.viewport
sliderwin2.addSlider(_INTL("Number of frames:"), 2, 500, 20)
sliderwin2.opacity = 200
defcurvebutton = sliderwin2.addButton(_INTL("Define Smooth Curve"))
defpathbutton = sliderwin2.addButton(_INTL("Define Freehand Path"))
okbutton = sliderwin2.addButton(_INTL("OK"))
cancelbutton = sliderwin2.addButton(_INTL("Cancel"))
points = []
path = nil
loop do
Graphics.update
Input.update
sliderwin2.update
if sliderwin2.changed?(0) # Number of frames
if path
path = path.smoothPointPath(sliderwin2.value(0), false)
i = 0
path.each do |point|
if i < points.length
points[i].x = point[0]
points[i].y = point[1]
else
points.push(PointSprite.new(point[0], point[1], canvas.viewport))
end
i += 1
def smoothPointPath(frames, roundValues = false)
raise ArgumentError.new("frames out of range: #{frames}") if frames < 0
ret = PointPath.new
return ret if @points.length == 0
step = 1.0 / frames
t = 0.0
(frames + 2).times do
point = pointOnPath(t)
if roundValues
ret.addPoint(point[0].round, point[1].round)
else
ret.addPoint(point[0], point[1])
end
(i...points.length).each do |j|
points[j].dispose
points[j] = nil
end
points.compact!
t += step
t = [1.0, t].min
end
elsif sliderwin2.changed?(defcurvebutton)
points.each do |point|
point.dispose
return ret
end
def pointOnPath(t)
if t < 0 || t > 1
raise ArgumentError.new("t out of range for pointOnPath: #{t}")
end
points.clear
30.times do
point = PointSprite.new(0, 0, canvas.viewport)
point.visible = false
points.push(point)
end
curve = [
ControlPointSprite.new(true, canvas.viewport),
ControlPointSprite.new(false, canvas.viewport),
ControlPointSprite.new(false, canvas.viewport),
ControlPointSprite.new(true, canvas.viewport)
]
showline = false
sliderwin2.visible = false
# This window displays the mouse's current position
window = Window_UnformattedTextPokemon.newWithSize(
"", 0, 320 - 64, 128, 64, canvas.viewport
)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::BACK)
return nil if @points.length == 0
ret = @points[@points.length - 1].clone
return ret if @points.length == 1
curdist = 0
distForT = @totaldist * t
i = 0
@distances.each do |dist|
curdist += dist
if dist > 0.0 && curdist >= distForT
distT = 1.0 - ((curdist - distForT) / dist)
dx = @points[i + 1][0] - @points[i][0]
dy = @points[i + 1][1] - @points[i][1]
ret = [@points[i][0] + (dx * distT),
@points[i][1] + (dy * distT)]
break
end
if Input.trigger?(Input::MOUSELEFT)
i += 1
end
return ret
end
end
#===============================================================================
#
#===============================================================================
def catmullRom(p1, p2, p3, p4, t)
# p1=prevPoint, p2=startPoint, p3=endPoint, p4=nextPoint, t is from 0 through 1
t2 = t * t
t3 = t2 * t
return 0.5 * ((2 * p2) + (t * (p3 - p1)) +
(t2 * ((2 * p1) - (5 * p2) + (4 * p3) - p4)) +
(t3 * (p4 - (3 * p3) + (3 * p2) - p1)))
end
def getCatmullRomPoint(src, t)
x = 0, y = 0
t *= 3.0
if t < 1.0
x = catmullRom(src[0].x, src[0].x, src[1].x, src[2].x, t)
y = catmullRom(src[0].y, src[0].y, src[1].y, src[2].y, t)
elsif t < 2.0
t -= 1.0
x = catmullRom(src[0].x, src[1].x, src[2].x, src[3].x, t)
y = catmullRom(src[0].y, src[1].y, src[2].y, src[3].y, t)
else
t -= 2.0
x = catmullRom(src[1].x, src[2].x, src[3].x, src[3].x, t)
y = catmullRom(src[1].y, src[2].y, src[3].y, src[3].y, t)
end
return [x, y]
end
def getCurvePoint(src, t)
return getCatmullRomPoint(src, t)
end
def curveToPointPath(curve, numpoints)
return nil if numpoints < 2
path = PointPath.new
step = 1.0 / (numpoints - 1)
t = 0.0
numpoints.times do
point = getCurvePoint(curve, t)
path.addPoint(point[0], point[1])
t += step
end
return path
end
def pbDefinePath(canvas)
sliderwin2 = ControlWindow.new(0, 0, 320, 320)
sliderwin2.viewport = canvas.viewport
sliderwin2.addSlider(_INTL("Number of frames:"), 2, 500, 20)
sliderwin2.opacity = 200
defcurvebutton = sliderwin2.addButton(_INTL("Define Smooth Curve"))
defpathbutton = sliderwin2.addButton(_INTL("Define Freehand Path"))
okbutton = sliderwin2.addButton(_INTL("OK"))
cancelbutton = sliderwin2.addButton(_INTL("Cancel"))
points = []
path = nil
loop do
Graphics.update
Input.update
sliderwin2.update
if sliderwin2.changed?(0) # Number of frames
if path
path = path.smoothPointPath(sliderwin2.value(0), false)
i = 0
path.each do |point|
if i < points.length
points[i].x = point[0]
points[i].y = point[1]
else
points.push(PointSprite.new(point[0], point[1], canvas.viewport))
end
i += 1
end
(i...points.length).each do |j|
points[j].dispose
points[j] = nil
end
points.compact!
end
elsif sliderwin2.changed?(defcurvebutton)
points.each do |point|
point.dispose
end
points.clear
30.times do
point = PointSprite.new(0, 0, canvas.viewport)
point.visible = false
points.push(point)
end
curve = [
ControlPointSprite.new(true, canvas.viewport),
ControlPointSprite.new(false, canvas.viewport),
ControlPointSprite.new(false, canvas.viewport),
ControlPointSprite.new(true, canvas.viewport)
]
showline = false
sliderwin2.visible = false
# This window displays the mouse's current position
window = Window_UnformattedTextPokemon.newWithSize(
"", 0, 320 - 64, 128, 64, canvas.viewport
)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::BACK)
break
end
if Input.trigger?(Input::MOUSELEFT)
4.times do |j|
next if !curve[j].hittest?
if [1, 2].include?(j) && (!curve[0].visible || !curve[3].visible)
next
end
curve[j].visible = true
4.times do |k|
curve[k].dragging = (k == j)
end
break
end
end
4.times do |j|
next if !curve[j].hittest?
if [1, 2].include?(j) && (!curve[0].visible || !curve[3].visible)
next
curve[j].mouseover
end
mousepos = Mouse.getMousePos(true)
newtext = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
window.text = newtext if window.text != newtext
if curve[0].visible && curve[3].visible &&
!curve[0].dragging && !curve[3].dragging
points.each do |point|
point.visible = true
end
curve[j].visible = true
4.times do |k|
curve[k].dragging = (k == j)
if !showline
curve[1].visible = true
curve[2].visible = true
curve[1].x = curve[0].x + (0.3333 * (curve[3].x - curve[0].x))
curve[1].y = curve[0].y + (0.3333 * (curve[3].y - curve[0].y))
curve[2].x = curve[0].x + (0.6666 * (curve[3].x - curve[0].x))
curve[2].y = curve[0].y + (0.6666 * (curve[3].y - curve[0].y))
end
showline = true
end
if showline
step = 1.0 / (points.length - 1)
t = 0.0
points.length.times do |j|
point = getCurvePoint(curve, t)
points[j].x = point[0]
points[j].y = point[1]
t += step
end
end
end
window.dispose
# dispose temporary path
points.each do |point|
point.dispose
end
points.clear
if showline
path = curveToPointPath(curve, sliderwin2.value(0))
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
path.each do |point|
points.push(PointSprite.new(point[0], point[1], canvas.viewport))
end
end
curve.each do |point|
point.dispose
end
sliderwin2.visible = true
next
elsif sliderwin2.changed?(defpathbutton)
canceled = false
pointpath = PointPath.new
points.each do |point|
point.dispose
end
points.clear
window = Window_UnformattedTextPokemon.newWithSize(
"", 0, 320 - 64, 128, 64, canvas.viewport
)
sliderwin2.visible = false
loop do
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE)
canceled = true
break
end
if Input.trigger?(Input::MOUSELEFT)
break
end
mousepos = Mouse.getMousePos(true)
window.text = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
end
until canceled
mousepos = Mouse.getMousePos(true)
if mousepos && !pointpath.isEndPoint?(mousepos[0], mousepos[1])
pointpath.addPoint(mousepos[0], mousepos[1])
points.push(PointSprite.new(mousepos[0], mousepos[1], canvas.viewport))
end
window.text = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE) || Input.time?(Input::MOUSELEFT) == 0
break
end
end
4.times do |j|
curve[j].mouseover
window.dispose
# dispose temporary path
points.each do |point|
point.dispose
end
mousepos = Mouse.getMousePos(true)
newtext = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
window.text = newtext if window.text != newtext
if curve[0].visible && curve[3].visible &&
!curve[0].dragging && !curve[3].dragging
points.each do |point|
point.visible = true
end
if !showline
curve[1].visible = true
curve[2].visible = true
curve[1].x = curve[0].x + (0.3333 * (curve[3].x - curve[0].x))
curve[1].y = curve[0].y + (0.3333 * (curve[3].y - curve[0].y))
curve[2].x = curve[0].x + (0.6666 * (curve[3].x - curve[0].x))
curve[2].y = curve[0].y + (0.6666 * (curve[3].y - curve[0].y))
end
showline = true
end
if showline
step = 1.0 / (points.length - 1)
t = 0.0
points.length.times do |j|
point = getCurvePoint(curve, t)
points[j].x = point[0]
points[j].y = point[1]
t += step
end
end
end
window.dispose
# dispose temporary path
points.each do |point|
point.dispose
end
points.clear
if showline
path = curveToPointPath(curve, sliderwin2.value(0))
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
points.clear
# generate smooth path from temporary path
path = pointpath.smoothPointPath(sliderwin2.value(0), true)
# redraw path from smooth path
path.each do |point|
points.push(PointSprite.new(point[0], point[1], canvas.viewport))
end
end
curve.each do |point|
point.dispose
end
sliderwin2.visible = true
next
elsif sliderwin2.changed?(defpathbutton)
canceled = false
pointpath = PointPath.new
points.each do |point|
point.dispose
end
points.clear
window = Window_UnformattedTextPokemon.newWithSize(
"", 0, 320 - 64, 128, 64, canvas.viewport
)
sliderwin2.visible = false
loop do
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE)
canceled = true
break
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
sliderwin2.visible = true
next
elsif sliderwin2.changed?(okbutton) && path
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
neededsize = canvas.currentframe + sliderwin2.value(0)
if neededsize > canvas.animation.length
canvas.animation.resize(neededsize)
end
if Input.trigger?(Input::MOUSELEFT)
break
thiscel = canvas.currentCel
celnumber = canvas.currentcel
(canvas.currentframe...neededsize).each do |j|
cel = canvas.animation[j][celnumber]
if !canvas.animation[j][celnumber]
cel = pbCreateCel(0, 0, thiscel[AnimFrame::PATTERN], canvas.animation.position)
canvas.animation[j][celnumber] = cel
end
cel[AnimFrame::X] = path[j - canvas.currentframe][0]
cel[AnimFrame::Y] = path[j - canvas.currentframe][1]
end
mousepos = Mouse.getMousePos(true)
window.text = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
break
elsif sliderwin2.changed?(cancelbutton) || Input.trigger?(Input::BACK)
break
end
until canceled
mousepos = Mouse.getMousePos(true)
if mousepos && !pointpath.isEndPoint?(mousepos[0], mousepos[1])
pointpath.addPoint(mousepos[0], mousepos[1])
points.push(PointSprite.new(mousepos[0], mousepos[1], canvas.viewport))
end
window.text = (mousepos) ? sprintf("(%d,%d)", mousepos[0], mousepos[1]) : "(??,??)"
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE) || Input.time?(Input::MOUSELEFT) == 0
break
end
end
window.dispose
# dispose temporary path
points.each do |point|
point.dispose
end
points.clear
# generate smooth path from temporary path
path = pointpath.smoothPointPath(sliderwin2.value(0), true)
# redraw path from smooth path
path.each do |point|
points.push(PointSprite.new(point[0], point[1], canvas.viewport))
end
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
sliderwin2.visible = true
next
elsif sliderwin2.changed?(okbutton) && path
# File.open("pointpath.txt","wb") { |f| f.write(path.inspect) }
neededsize = canvas.currentframe + sliderwin2.value(0)
if neededsize > canvas.animation.length
canvas.animation.resize(neededsize)
end
thiscel = canvas.currentCel
celnumber = canvas.currentcel
(canvas.currentframe...neededsize).each do |j|
cel = canvas.animation[j][celnumber]
if !canvas.animation[j][celnumber]
cel = pbCreateCel(0, 0, thiscel[AnimFrame::PATTERN], canvas.animation.position)
canvas.animation[j][celnumber] = cel
end
cel[AnimFrame::X] = path[j - canvas.currentframe][0]
cel[AnimFrame::Y] = path[j - canvas.currentframe][1]
end
break
elsif sliderwin2.changed?(cancelbutton) || Input.trigger?(Input::BACK)
break
end
# dispose all points
points.each do |point|
point.dispose
end
points.clear
sliderwin2.dispose
return
end
# dispose all points
points.each do |point|
point.dispose
end
points.clear
sliderwin2.dispose
return
end

View File

@@ -1,143 +1,147 @@
################################################################################
# Importing and exporting
################################################################################
def pbRgssChdir(dir)
RTP.eachPathFor(dir) { |path| Dir.chdir(path) { yield } }
end
module BattleAnimationEditor
module_function
def tryLoadData(file)
begin
return load_data(file)
rescue
return nil
################################################################################
# Importing and exporting
################################################################################
def pbRgssChdir(dir)
RTP.eachPathFor(dir) { |path| Dir.chdir(path) { yield } }
end
end
def dumpBase64Anim(s)
return [Zlib::Deflate.deflate(Marshal.dump(s))].pack("m").gsub(/\n/, "\r\n")
end
def loadBase64Anim(s)
return Marshal.restore(Zlib::Inflate.inflate(s.unpack("m")[0]))
end
def pbExportAnim(animations)
filename = pbMessageFreeText(_INTL("Enter a filename."), "", false, 32)
if filename != ""
def tryLoadData(file)
begin
filename += ".anm"
File.open(filename, "wb") do |f|
f.write(dumpBase64Anim(animations[animations.selected]))
end
failed = false
return load_data(file)
rescue
pbMessage(_INTL("Couldn't save the animation to {1}.", filename))
failed = true
end
if !failed
pbMessage(_INTL("Animation was saved to {1} in the game folder.", filename))
pbMessage(_INTL("It's a text file, so it can be transferred to others easily."))
return nil
end
end
end
def pbImportAnim(animations, canvas, animwin)
animfiles = []
pbRgssChdir(".") { animfiles.concat(Dir.glob("*.anm")) }
cmdwin = pbListWindow(animfiles, 320)
cmdwin.opacity = 200
cmdwin.height = 480
cmdwin.viewport = canvas.viewport
loop do
Graphics.update
Input.update
cmdwin.update
if Input.trigger?(Input::USE) && animfiles.length > 0
def dumpBase64Anim(s)
return [Zlib::Deflate.deflate(Marshal.dump(s))].pack("m").gsub(/\n/, "\r\n")
end
def loadBase64Anim(s)
return Marshal.restore(Zlib::Inflate.inflate(s.unpack("m")[0]))
end
def pbExportAnim(animations)
filename = pbMessageFreeText(_INTL("Enter a filename."), "", false, 32)
if filename != ""
begin
textdata = loadBase64Anim(IO.read(animfiles[cmdwin.index]))
throw "Bad data" if !textdata.is_a?(PBAnimation)
textdata.id = -1 # this is not an RPG Maker XP animation
pbConvertAnimToNewFormat(textdata)
animations[animations.selected] = textdata
filename += ".anm"
File.open(filename, "wb") do |f|
f.write(dumpBase64Anim(animations[animations.selected]))
end
failed = false
rescue
pbMessage(_INTL("The animation is invalid or could not be loaded."))
next
pbMessage(_INTL("Couldn't save the animation to {1}.", filename))
failed = true
end
graphic = animations[animations.selected].graphic
graphic = "Graphics/Animations/#{graphic}"
if graphic && graphic != "" && !FileTest.image_exist?(graphic)
pbMessage(_INTL("The animation file {1} was not found. The animation will load anyway.", graphic))
if !failed
pbMessage(_INTL("Animation was saved to {1} in the game folder.", filename))
pbMessage(_INTL("It's a text file, so it can be transferred to others easily."))
end
canvas.loadAnimation(animations[animations.selected])
animwin.animbitmap = canvas.animbitmap
break
end
if Input.trigger?(Input::BACK)
break
end
end
cmdwin.dispose
return
end
################################################################################
# Format conversion
################################################################################
def pbConvertAnimToNewFormat(textdata)
needconverting = false
textdata.length.times do |i|
next if !textdata[i]
PBAnimation::MAX_SPRITES.times do |j|
next if !textdata[i][j]
needconverting = true if textdata[i][j][AnimFrame::FOCUS].nil?
break if needconverting
def pbImportAnim(animations, canvas, animwin)
animfiles = []
pbRgssChdir(".") { animfiles.concat(Dir.glob("*.anm")) }
cmdwin = pbListWindow(animfiles, 320)
cmdwin.opacity = 200
cmdwin.height = 480
cmdwin.viewport = canvas.viewport
loop do
Graphics.update
Input.update
cmdwin.update
if Input.trigger?(Input::USE) && animfiles.length > 0
begin
textdata = loadBase64Anim(IO.read(animfiles[cmdwin.index]))
throw "Bad data" if !textdata.is_a?(PBAnimation)
textdata.id = -1 # this is not an RPG Maker XP animation
pbConvertAnimToNewFormat(textdata)
animations[animations.selected] = textdata
rescue
pbMessage(_INTL("The animation is invalid or could not be loaded."))
next
end
graphic = animations[animations.selected].graphic
graphic = "Graphics/Animations/#{graphic}"
if graphic && graphic != "" && !FileTest.image_exist?(graphic)
pbMessage(_INTL("The animation file {1} was not found. The animation will load anyway.", graphic))
end
canvas.loadAnimation(animations[animations.selected])
animwin.animbitmap = canvas.animbitmap
break
end
if Input.trigger?(Input::BACK)
break
end
end
break if needconverting
cmdwin.dispose
return
end
if needconverting
################################################################################
# Format conversion
################################################################################
def pbConvertAnimToNewFormat(textdata)
needconverting = false
textdata.length.times do |i|
next if !textdata[i]
PBAnimation::MAX_SPRITES.times do |j|
next if !textdata[i][j]
textdata[i][j][AnimFrame::PRIORITY] = 1 if textdata[i][j][AnimFrame::PRIORITY].nil?
case j
when 0 # User battler
textdata[i][j][AnimFrame::FOCUS] = 2
textdata[i][j][AnimFrame::X] = Battle::Scene::FOCUSUSER_X
textdata[i][j][AnimFrame::Y] = Battle::Scene::FOCUSUSER_Y
when 1 # Target battler
textdata[i][j][AnimFrame::FOCUS] = 1
textdata[i][j][AnimFrame::X] = Battle::Scene::FOCUSTARGET_X
textdata[i][j][AnimFrame::Y] = Battle::Scene::FOCUSTARGET_Y
else
textdata[i][j][AnimFrame::FOCUS] = (textdata.position || 4)
if textdata.position == 1
textdata[i][j][AnimFrame::X] += Battle::Scene::FOCUSTARGET_X
textdata[i][j][AnimFrame::Y] += Battle::Scene::FOCUSTARGET_Y - 2
needconverting = true if textdata[i][j][AnimFrame::FOCUS].nil?
break if needconverting
end
break if needconverting
end
if needconverting
textdata.length.times do |i|
next if !textdata[i]
PBAnimation::MAX_SPRITES.times do |j|
next if !textdata[i][j]
textdata[i][j][AnimFrame::PRIORITY] = 1 if textdata[i][j][AnimFrame::PRIORITY].nil?
case j
when 0 # User battler
textdata[i][j][AnimFrame::FOCUS] = 2
textdata[i][j][AnimFrame::X] = Battle::Scene::FOCUSUSER_X
textdata[i][j][AnimFrame::Y] = Battle::Scene::FOCUSUSER_Y
when 1 # Target battler
textdata[i][j][AnimFrame::FOCUS] = 1
textdata[i][j][AnimFrame::X] = Battle::Scene::FOCUSTARGET_X
textdata[i][j][AnimFrame::Y] = Battle::Scene::FOCUSTARGET_Y
else
textdata[i][j][AnimFrame::FOCUS] = (textdata.position || 4)
if textdata.position == 1
textdata[i][j][AnimFrame::X] += Battle::Scene::FOCUSTARGET_X
textdata[i][j][AnimFrame::Y] += Battle::Scene::FOCUSTARGET_Y - 2
end
end
end
end
end
return needconverting
end
return needconverting
end
def pbConvertAnimsToNewFormat
pbMessage(_INTL("Will convert animations now."))
count = 0
animations = pbLoadBattleAnimations
if !animations || !animations[0]
pbMessage(_INTL("No animations exist."))
return
def pbConvertAnimsToNewFormat
pbMessage(_INTL("Will convert animations now."))
count = 0
animations = pbLoadBattleAnimations
if !animations || !animations[0]
pbMessage(_INTL("No animations exist."))
return
end
animations.length.times do |k|
next if !animations[k]
ret = pbConvertAnimToNewFormat(animations[k])
count += 1 if ret
end
if count > 0
save_data(animations, "Data/PkmnAnimations.rxdata")
$game_temp.battle_animations_data = nil
end
pbMessage(_INTL("{1} animations converted to new format.", count))
end
animations.length.times do |k|
next if !animations[k]
ret = pbConvertAnimToNewFormat(animations[k])
count += 1 if ret
end
if count > 0
save_data(animations, "Data/PkmnAnimations.rxdata")
$game_temp.battle_animations_data = nil
end
pbMessage(_INTL("{1} animations converted to new format.", count))
end

View File

@@ -558,7 +558,7 @@ def pbExportAllAnimations
safename = anim.name.gsub(/\W/, "_")
Dir.mkdir("Animations/#{safename}") rescue nil
File.open("Animations/#{safename}/#{safename}.anm", "wb") do |f|
f.write(dumpBase64Anim(anim))
f.write(BattleAnimationEditor.dumpBase64Anim(anim))
end
if anim.graphic && anim.graphic != ""
graphicname = RTP.getImagePath("Graphics/Animations/" + anim.graphic)
@@ -626,13 +626,13 @@ def pbImportAllAnimations
pbSafeCopyFile(image, RTP.getImagePath("Graphics/Animations/" + File.basename(image)), "Graphics/Animations/" + File.basename(image))
end
Dir.glob(folder + "/*.anm") do |f|
textdata = loadBase64Anim(IO.read(f)) rescue nil
textdata = BattleAnimationEditor.loadBase64Anim(IO.read(f)) rescue nil
if textdata.is_a?(PBAnimation)
index = pbAllocateAnimation(animations, textdata.name)
missingFiles = []
textdata.name = File.basename(folder) if textdata.name == ""
textdata.id = -1 # This is not an RPG Maker XP animation
pbConvertAnimToNewFormat(textdata)
BattleAnimationEditor.pbConvertAnimToNewFormat(textdata)
if textdata.graphic && textdata.graphic != "" &&
!safeExists?(folder + "/" + textdata.graphic) &&
!FileTest.image_exist?("Graphics/Animations/" + textdata.graphic)