Rearranged and renamed Animation Editor-related script files

This commit is contained in:
Maruno17
2023-10-23 23:44:34 +01:00
parent 340983e765
commit 64890f3c9e
23 changed files with 136 additions and 91 deletions

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#===============================================================================
# TODO
#===============================================================================
class AnimationEditor::Canvas < Sprite
attr_reader :bg_name
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
foe_base_pos = Battle::Scene.pbBattlerPosition(1)
@foe_base = IconSprite.new(*foe_base_pos, viewport)
@foe_base.z = 1
@message_bar_sprite = Sprite.new(viewport)
@message_bar_sprite.z = 999
end
def dispose
@message_bar_sprite.dispose
@player_base.dispose
@foe_base.dispose
super
end
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.
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
@player_base.oy = @player_base.bitmap.height
@foe_base.setBitmap("Graphics/Battlebacks/" + @bg_name + "_base1")
@foe_base.ox = @foe_base.bitmap.width / 2
@foe_base.oy = @foe_base.bitmap.height / 2
@message_bar_sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_message")
@message_bar_sprite.y = Settings::SCREEN_HEIGHT - @message_bar_sprite.height
end
end

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#===============================================================================
# TODO
#===============================================================================
class AnimationEditor::PlayControls < 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

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#===============================================================================
# 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
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
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 = (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
:target => Color.new(248, 96, 96), # Red
:user_and_target => Color.new(248, 248, 96), # Yellow
:screen => Color.new(128, 160, 248) # Blue
}
SE_CONTROL_BG = Color.gray
attr_reader :keyframe # The selected keyframe
def initialize(x, y, width, height, viewport)
super(width, height, viewport)
self.x = x
self.y = y
draw_control_background
# Create viewports
@list_viewport = Viewport.new(
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(
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(@commands_bg_viewport.rect.x, y, @commands_bg_viewport.rect.width, height)
@position_viewport.z = self.viewport.z + 2
@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(
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_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
@timeline_sprite = BitmapSprite.new(@commands_viewport.rect.width, TIMELINE_HEIGHT, self.viewport)
@timeline_sprite.x = @commands_viewport.rect.x
@timeline_sprite.y = self.y
@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 - 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
@list_sprites = []
@commands_bg_sprites = []
@commands_sprites = []
# Scrollbar positions
@left_pos = 0
@top_pos = 0
@duration = 0
# Selected things
@keyframe = 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 = {}
end
def draw_control_background
self.bitmap.clear
# Background
self.bitmap.fill_rect(0, 0, width, height, Color.white)
# Separator lines
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
@list_sprites.each { |p| p&.dispose }
@list_sprites.clear
@commands_bg_sprites.each { |p| p&.dispose }
@commands_bg_sprites.clear
@commands_sprites.each { |p| p&.dispose }
@commands_sprites.clear
end
def dispose
@list_scrollbar.dispose
@time_scrollbar.dispose
@timeline_sprite.dispose
@position_sprite.dispose
dispose_listed_sprites
@list_viewport.dispose
@commands_bg_viewport.dispose
@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
if total_width <= @commands_viewport.rect.width
@left_pos = 0
else
@left_pos = val
@left_pos = @left_pos.clamp(0, total_width - @commands_viewport.rect.width)
end
if @left_pos != old_val
refresh_position_line
invalidate_time
end
end
def top_pos=(val)
old_val = @top_pos
total_height = (@particle_list.length * ROW_HEIGHT) + 1
if total_height <= @list_viewport.rect.height
@top_pos = 0
else
@top_pos = val
@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
@old_top_pos = old_val
end
end
def set_particles(particles)
@particles = particles
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
# 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)
list_sprite.y = @list_sprites.length * ROW_HEIGHT
list_sprite.bitmap.font.color = TEXT_COLOR
list_sprite.bitmap.font.size = TEXT_SIZE
@list_sprites.push(list_sprite)
commands_bg_sprite = BitmapSprite.new(@commands_viewport.rect.width, ROW_HEIGHT, @commands_bg_viewport)
commands_bg_sprite.y = @commands_bg_sprites.length * ROW_HEIGHT
commands_bg_sprite.bitmap.font.color = TEXT_COLOR
commands_bg_sprite.bitmap.font.size = TEXT_SIZE
@commands_bg_sprites.push(commands_bg_sprite)
commands_sprite = BitmapSprite.new(@commands_viewport.rect.width, ROW_HEIGHT, @commands_viewport)
commands_sprite.y = @commands_sprites.length * ROW_HEIGHT
commands_sprite.bitmap.font.color = TEXT_COLOR
commands_sprite.bitmap.font.size = TEXT_SIZE
@commands_sprites.push(commands_sprite)
end
# 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
def set_interactive_rects
@list_rect = Rect.new(0, TIMELINE_HEIGHT, LIST_WIDTH - 1, @list_viewport.rect.height)
@timeline_rect = Rect.new(LIST_WIDTH, 0, width - LIST_WIDTH - UIControls::Scrollbar::SLIDER_WIDTH - 1, TIMELINE_HEIGHT - 1)
@commands_rect = Rect.new(LIST_WIDTH, TIMELINE_HEIGHT, @timeline_rect.width, @list_rect.height)
@interactions = {
:list => @list_rect,
:timeline => @timeline_rect,
:commands => @commands_rect
}
end
#-----------------------------------------------------------------------------
def invalid?
return @invalid || @invalid_time || @invalid_rows || @invalid_commands
end
def invalidate_time
@invalid_time = true
end
def invalidate_rows
@invalid_rows = true
end
def invalidate_commands
@invalid_commands = true
end
def validate
super
@invalid_time = false
@invalid_rows = false
@invalid_commands = false
end
#-----------------------------------------------------------------------------
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
# TODO: Call this only from set_particles and when changes are made to
# @particles by the main editor scene. If we can be specific about which
# 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, 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)
if @particle_list.none? { |value| next value.is_a?(Array) && value[0] == index && value[1] == property }
missing = true
break
end
end
break if missing
end
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)
start_keyframe = 0 if start_keyframe < 0
start_keyframe -= 1 if early_start && start_keyframe > 0 # For drawing long timestamps
end_keyframe = (@left_pos + full_width / KEYFRAME_SPACING)
(start_keyframe..end_keyframe).each { |i| yield i }
end
def each_visible_particle
full_height = @list_viewport.rect.height
start_row = @top_pos / ROW_HEIGHT
end_row = (@top_pos + full_height) / ROW_HEIGHT
if @old_top_pos
old_start_row = @old_top_pos / ROW_HEIGHT
old_end_row = (@old_top_pos + full_height) / ROW_HEIGHT
(start_row..end_row).each { |i| yield i if !(old_start_row..old_end_row).include?(i) }
else
(start_row..end_row).each { |i| yield i }
end
end
#-----------------------------------------------------------------------------
def property_display_name(property)
return {
: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
@list_scrollbar.repaint if @list_scrollbar.invalid?
@time_scrollbar.repaint if @time_scrollbar.invalid?
super if invalid?
end
def refresh_timeline
@timeline_sprite.bitmap.clear
# Draw hover highlight
hover_color = nil
if @captured_keyframe && !@captured_row
if @hover_keyframe && @hover_keyframe == @captured_keyframe && !@hover_row
hover_color = HOVER_COLOR
else
hover_color = CAPTURE_COLOR
end
draw_x = TIMELINE_LEFT_BUFFER + (@captured_keyframe * KEYFRAME_SPACING) - @left_pos
@timeline_sprite.bitmap.fill_rect(draw_x - (KEYFRAME_SPACING / 2), 0,
KEYFRAME_SPACING, TIMELINE_HEIGHT - 1, hover_color)
elsif !@captured_keyframe && !@captured_row && @hover_keyframe && !@hover_row
hover_color = HOVER_COLOR
draw_x = TIMELINE_LEFT_BUFFER + (@hover_keyframe * KEYFRAME_SPACING) - @left_pos
@timeline_sprite.bitmap.fill_rect(draw_x - (KEYFRAME_SPACING / 2), 0,
KEYFRAME_SPACING, TIMELINE_HEIGHT - 1, hover_color)
end
# Draw timeline markings
each_visible_keyframe(true) do |i|
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
line_height = 6
if (i % 20) == 0
line_height = TIMELINE_HEIGHT - 2
elsif (i % 5) == 0
line_height = TIMELINE_HEIGHT / 2
end
@timeline_sprite.bitmap.fill_rect(draw_x, TIMELINE_HEIGHT - line_height, 1, line_height, TEXT_COLOR)
draw_text(@timeline_sprite.bitmap, draw_x + 1, 0, (i / 20.0).to_s) if (i % 5) == 0
end
end
def refresh_position_line
@position_sprite.visible = (@keyframe >= 0)
if @keyframe >= 0
@position_sprite.x = TIMELINE_LEFT_BUFFER + (@keyframe * KEYFRAME_SPACING) - @left_pos
end
end
# TODO: Add indicator that this is selected (if so).
def refresh_particle_list_sprite(index)
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]
if particle_data[:name] == "SE"
bg_color = SE_CONTROL_BG
else
bg_color = CONTROL_BG_COLORS[@particles[@particle_list[index][0]][:focus]] || Color.magenta
end
# Draw hover highlight
hover_color = nil
if @captured_row && !@captured_keyframe
if @captured_row == index
if @hover_row && @hover_row == index && !@hover_keyframe
hover_color = HOVER_COLOR
else
hover_color = CAPTURE_COLOR
end
end
elsif !@captured_row && !@captured_keyframe && @hover_row && @hover_row == index && !@hover_keyframe
hover_color = HOVER_COLOR
end
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(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, 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, 4, 3, @particles[p_index][:name] || "Unnamed")
end
end
def refresh_particle_commands_bg_sprites(index)
bg_spr = @commands_bg_sprites[index]
return if !bg_spr
bg_spr.bitmap.clear
p_index = (@particle_list[index].is_a?(Array)) ? @particle_list[index][0] : @particle_list[index]
particle_data = @particles[p_index]
# Get the background color
if particle_data[:name] == "SE"
bg_color = SE_CONTROL_BG
else
bg_color = CONTROL_BG_COLORS[@particles[@particle_list[index][0]][:focus]] || Color.magenta
end
# Get visibilities of particle for each keyframe
visible_cmds = @visibilities[p_index]
# Draw background for visible parts of the particle
each_visible_keyframe do |i|
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
# Draw bg
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
hover_color = nil
if @captured_row && @captured_keyframe
if @captured_row == index && @captured_keyframe == i
if @hover_row && @hover_row == index && @hover_keyframe && @hover_keyframe == i
hover_color = HOVER_COLOR
else
hover_color = CAPTURE_COLOR
end
end
elsif !@captured_row && !@captured_keyframe &&
@hover_row && @hover_row == index && @hover_keyframe && @hover_keyframe == i
hover_color = HOVER_COLOR
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 !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 || !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 || (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
end
def refresh_particle_commands_sprite(index)
spr = @commands_sprites[index]
return if !spr
spr.bitmap.clear
cmds = @commands[@particle_list[index]]
return if !cmds
# Draw command diamonds
first_keyframe = -1
each_visible_keyframe do |i|
first_keyframe = i if first_keyframe < 0
next if !cmds[i]
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
# Draw command diamond
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(
draw_x + DIAMOND_SIZE + 2,
INTERP_LINE_Y,
cmds[i][0].abs * KEYFRAME_SPACING - ((DIAMOND_SIZE * 2) + 3),
INTERP_LINE_HEIGHT,
cmds[i][0] > 0, # Increases or decreases
cmds[i][1], # Interpolation type
TEXT_COLOR
)
end
end
# Draw any interpolation lines that start before the first visible keyframe
if first_keyframe > 0
(0...first_keyframe).each do |i|
next if !cmds[i] || !cmds[i].is_a?(Array)
next if i + cmds[i][0].abs < first_keyframe
draw_x = TIMELINE_LEFT_BUFFER + (i * KEYFRAME_SPACING) - @left_pos
spr.bitmap.draw_interpolation_line(
draw_x + DIAMOND_SIZE + 2,
INTERP_LINE_Y,
cmds[i][0].abs * KEYFRAME_SPACING - ((DIAMOND_SIZE * 2) + 3),
INTERP_LINE_HEIGHT,
cmds[i][0] > 0, # Increases or decreases
cmds[i][1], # Interpolation type
TEXT_COLOR
)
end
end
end
def refresh
draw_area_highlight
refresh_timeline if @invalid || @invalid_time
each_visible_particle do |i|
refresh_particle_list_sprite(i) if @invalid || @invalid_rows
refresh_particle_commands_bg_sprites(i)
refresh_particle_commands_sprite(i)
end
@old_top_pos = nil # For refreshing only rows that became visible via using vertical scrollbar
end
# Does nothing, because area highlights are drawn in other sprites rather than
# this one.
def draw_area_highlight; end
#-----------------------------------------------------------------------------
def get_interactive_element_at_mouse
ret = nil
mouse_x, mouse_y = mouse_pos
return ret if !mouse_x || !mouse_y
@interactions.each_pair do |area, rect|
next if !rect.contains?(mouse_x, mouse_y)
ret = area
case area
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) - 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) - 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]
end
break
end
return ret
end
def on_mouse_press
return if @captured_area
hover_element = get_interactive_element_at_mouse
if hover_element.is_a?(Array)
@captured_area = hover_element[0]
@captured_keyframe = hover_element[1]
@captured_row = hover_element[2]
end
end
def on_mouse_release
return if !@captured_area # Wasn't captured to begin with
# Change this control's value
hover_element = get_interactive_element_at_mouse
if hover_element.is_a?(Array)
if @captured_area == hover_element[0] &&
@captured_keyframe == hover_element[1] &&
@captured_row == hover_element[2]
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
@row_index = @captured_row || -1
end
end
@captured_keyframe = nil
@captured_row = nil
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
mouse_x, mouse_y = mouse_pos
if !@interactions || @interactions.empty? || !mouse_x || !mouse_y
invalidate if @hover_area
@hover_area = nil
@hover_keyframe = nil
@hover_row = nil
return
end
# Check each interactive area for whether the mouse is hovering over it, and
# set @hover_area accordingly
hover_element = get_interactive_element_at_mouse
if hover_element.is_a?(Array)
invalidate if @hover_area != hover_element[0] # Moved to a different region
case hover_element[0]
when :list
invalidate_rows if @hover_row != hover_element[2]
when :timeline
invalidate_time if @hover_keyframe != hover_element[1]
when :commands
invalidate_commands if @hover_row != hover_element[2] ||
@hover_keyframe != hover_element[1]
end
@hover_area = hover_element[0]
@hover_keyframe = hover_element[1]
@hover_row = hover_element[2]
elsif hover_element
if @hover_area == hover_element
case @hover_area
when :list
invalidate_rows if @hover_row
when :timeline
invalidate_time if @hover_keyframe
when :commands
invalidate_commands if @hover_keyframe || @hover_row
end
else # Moved to a different region
invalidate
end
@hover_area = hover_element
@hover_keyframe = nil
@hover_row = nil
else
invalidate if @hover_area
@hover_area = nil
@hover_keyframe = nil
@hover_row = nil
end
end
def update
return if !self.visible
@list_scrollbar.update
@time_scrollbar.update
super
# Refresh sprites if a scrollbar has been moved
self.left_pos = @time_scrollbar.position
self.top_pos = @list_scrollbar.position
# 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 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
set_changed
end
elsif Input.repeat?(Input::RIGHT)
if @keyframe < @duration - 1
@keyframe += 1
set_changed
end
# 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