Added TextBoxDropdownList UI control

This commit is contained in:
Maruno17
2024-01-01 18:12:53 +00:00
parent 2f231a25bb
commit 6bd35d44c4
6 changed files with 334 additions and 98 deletions

View File

@@ -147,6 +147,15 @@ class UIControls::ControlsContainer
add_dropdown_list(id, options, value, true)
end
def add_text_box_dropdown_list(id, options, value, has_label = false)
add_control(id, UIControls::TextBoxDropdownList.new(*control_size(has_label), @viewport, options, value), has_label)
end
def add_labelled_text_box_dropdown_list(id, label, options, value)
add_label(id, label)
add_text_box_dropdown_list(id, options, value, true)
end
#-----------------------------------------------------------------------------
def repaint

View File

@@ -91,7 +91,9 @@ class UIControls::List < UIControls::BaseControl
end
def mouse_in_control?
return true if super
mouse_x, mouse_y = mouse_pos
return false if !mouse_x || !mouse_y
return true if Rect.new(0, 0, width, height).contains?(mouse_x, mouse_y)
return true if @scrollbar.mouse_in_control?
return false
end
@@ -219,10 +221,12 @@ class UIControls::List < UIControls::BaseControl
@selected = @hover_area if @hover_area.is_a?(Integer)
elsif @hover_area
wheel_v = Input.scroll_v
scroll_dist = UIControls::Scrollbar::SCROLL_DISTANCE
scroll_dist /= 2 if @values.length / @rows_count > 20 # Arbitrary 20
if wheel_v > 0 # Scroll up
@scrollbar.slider_top -= UIControls::Scrollbar::SCROLL_DISTANCE
@scrollbar.slider_top -= scroll_dist
elsif wheel_v < 0 # Scroll down
@scrollbar.slider_top += UIControls::Scrollbar::SCROLL_DISTANCE
@scrollbar.slider_top += scroll_dist
end
if wheel_v != 0
self.top_row = (@scrollbar.position.to_f / ROW_HEIGHT).round

View File

@@ -34,7 +34,7 @@ class UIControls::DropdownList < UIControls::BaseControl
def set_interactive_rects
@button_rect = Rect.new(TEXT_BOX_X, (height - TEXT_BOX_HEIGHT) / 2,
[@box_width, width - (TEXT_BOX_X * 2)].min, TEXT_BOX_HEIGHT)
[@box_width, width - (TEXT_BOX_X * 2)].min, TEXT_BOX_HEIGHT)
@interactions = {
:button => @button_rect
}

View File

@@ -0,0 +1,210 @@
#===============================================================================
# Also known as a Combo Box.
# NOTE: This control lets you type in whatever text you want. The dropdown list
# only offers autocomplete-like suggestions, but you don't need to match
# any of them.
#===============================================================================
class UIControls::TextBoxDropdownList < UIControls::TextBox
attr_accessor :max_rows
TEXT_BOX_WIDTH = 200 - TEXT_BOX_HEIGHT
BUTTON_X = TEXT_BOX_X + TEXT_BOX_WIDTH
BUTTON_WIDTH = TEXT_BOX_HEIGHT
BUTTON_HEIGHT = TEXT_BOX_HEIGHT
MAX_LIST_ROWS = 8
def initialize(width, height, viewport, options, value = "")
super(width, height, viewport, value)
@box_width = TEXT_BOX_WIDTH
@options = options
@toggling_dropdown_list = false
@max_rows = MAX_LIST_ROWS
end
def dispose
remove_dropdown_menu
super
end
def values=(new_vals)
@options = new_vals
@dropdown_menu.values = @options if @dropdown_menu
end
def set_interactive_rects
@text_box_rect = Rect.new(TEXT_BOX_X, (height - TEXT_BOX_HEIGHT) / 2,
[@box_width, width - (TEXT_BOX_X * 2) - BUTTON_WIDTH].min, TEXT_BOX_HEIGHT)
@button_rect = Rect.new(BUTTON_X, @text_box_rect.y, BUTTON_WIDTH, BUTTON_HEIGHT)
@interactions = {
:text_box => @text_box_rect,
:button => @button_rect
}
end
#-----------------------------------------------------------------------------
def busy?
return true if @dropdown_menu || @toggling_dropdown_list
return super
end
#-----------------------------------------------------------------------------
def make_dropdown_menu
menu_height = UIControls::List::ROW_HEIGHT * [@options.length, @max_rows].min
# Draw menu's background
@dropdown_menu_bg = BitmapSprite.new(@text_box_rect.width + @button_rect.width, menu_height + 4, self.viewport)
@dropdown_menu_bg.x = self.x + @text_box_rect.x
@dropdown_menu_bg.y = self.y + @text_box_rect.y + @text_box_rect.height
@dropdown_menu_bg.z = self.z + 1
@dropdown_menu_bg.bitmap.outline_rect(0, 0, @dropdown_menu_bg.width, @dropdown_menu_bg.height, Color.black)
@dropdown_menu_bg.bitmap.fill_rect(1, 1, @dropdown_menu_bg.width - 2, @dropdown_menu_bg.height - 2, Color.white)
# Create menu
@dropdown_menu = UIControls::List.new(@text_box_rect.width + @button_rect.width - 4, menu_height, self.viewport, @options)
@dropdown_menu.x = @dropdown_menu_bg.x + 2
@dropdown_menu.y = @dropdown_menu_bg.y + 2
@dropdown_menu.z = self.z + 2
@dropdown_menu.set_interactive_rects
@dropdown_menu.repaint
end
def remove_dropdown_menu
@dropdown_menu_bg&.dispose
@dropdown_menu_bg = nil
@dropdown_menu&.dispose
@dropdown_menu = nil
@captured_area = nil
@applied_filter = false
end
#-----------------------------------------------------------------------------
def draw_area_highlight
highlight_color = nil
if @captured_area == :text_box && !@hover_area && Input.press?(Input::MOUSELEFT)
highlight_color = CAPTURE_COLOR
elsif !@captured_area && [:text_box, :button].include?(@hover_area)
# Draw mouse hover over area highlight
highlight_color = HOVER_COLOR
end
return if !highlight_color
[:text_box, :button].each do |area|
rect = @interactions[area]
self.bitmap.fill_rect(rect.x, rect.y, rect.width, rect.height, highlight_color) if rect
end
end
def refresh
@dropdown_menu&.refresh
super
# Draw disabled colour in button
if disabled?
self.bitmap.fill_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
DISABLED_COLOR)
end
# Draw button outline
self.bitmap.outline_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
self.bitmap.font.color)
# Draw down arrow
arrow_area_x = @button_rect.x + @button_rect.width - @button_rect.height + 1
arrow_area_width = @button_rect.height - 2
# self.bitmap.fill_rect(arrow_area_x, @button_rect.y + 1, arrow_area_width, arrow_area_width,
# (@hover_area && @captured_area != :button) ? HOVER_COLOR : Color.white)
6.times do |i|
self.bitmap.fill_rect(arrow_area_x + (arrow_area_width / 2) - 5 + i,
@button_rect.y + (arrow_area_width / 2) - 1 + i,
11 - (2 * i), 1, (disabled?) ? DISABLED_COLOR_DARK : self.bitmap.font.color)
end
end
#-----------------------------------------------------------------------------
def on_mouse_press
mouse_x, mouse_y = mouse_pos
return if !mouse_x || !mouse_y
if @dropdown_menu
if @text_box_rect.contains?(mouse_x, mouse_y)
# Clicked into the text box; put the text cursor in there
@captured_area = :text_box
@cursor_pos = get_cursor_index_from_mouse_position
@cursor_timer = System.uptime
invalidate
elsif !@dropdown_menu.mouse_in_control?
@value.strip! if @value.respond_to?("strip!")
@value = @initial_value.dup if disabled?
set_changed if @initial_value && @value != @initial_value
reset_interaction
remove_dropdown_menu
@toggling_dropdown_list = true
end
else
@captured_area = nil
super
if @captured_area
make_dropdown_menu
@toggling_dropdown_list = true
end
end
end
def on_mouse_release
return if !@captured_area && !@dropdown_menu && !@toggling_dropdown_list
if @toggling_dropdown_list
@toggling_dropdown_list = false
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y && @interactions[:text_box].contains?(mouse_x, mouse_y)
@initial_value = @value.dup
Input.text_input = true
invalidate
end
return
end
if @dropdown_menu
if @dropdown_menu.changed?
new_val = @dropdown_menu.value
new_val = @options[new_val] if new_val.is_a?(Integer)
if new_val && new_val != @value
self.value = new_val
set_changed
end
@value.strip! if @value.respond_to?("strip!")
reset_interaction
remove_dropdown_menu
@captured_area = nil
elsif @captured_area
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y && @interactions[:text_box].contains?(mouse_x, mouse_y)
@captured_area = :text_box
@initial_value = @value.dup
Input.text_input = true
end
elsif !mouse_in_control? && !@dropdown_menu.mouse_in_control?
@value.strip! if @value.respond_to?("strip!")
self.value = @initial_value if disabled?
set_changed if @initial_value && @value != @initial_value
reset_interaction
remove_dropdown_menu
@captured_area = nil
end
else
super
end
invalidate
end
def update
@dropdown_menu&.update
@dropdown_menu&.repaint
super
# Filter the dropdown menu options based on @value if it changes
if @dropdown_menu && @initial_value && (@applied_filter || @value != @initial_value)
filtered_options = @options.select do |key, val|
key.downcase.include?(@value.downcase) || val.downcase.include?(@value.downcase)
end
@dropdown_menu.values = filtered_options
@applied_filter = true
end
end
end

View File

@@ -32,18 +32,18 @@ class AnimationEditor
PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS
# Pop-up windows
ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80 + 8
ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
MESSAGE_BOX_HEIGHT = 160
MESSAGE_BOX_BUTTON_WIDTH = 150
MESSAGE_BOX_BUTTON_HEIGHT = 32
MESSAGE_BOX_SPACING = 16
ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80
ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
CHOOSER_BUTTON_WIDTH = 150
CHOOSER_BUTTON_HEIGHT = MESSAGE_BOX_BUTTON_HEIGHT
CHOOSER_FILE_LIST_X = 8
@@ -52,18 +52,37 @@ class AnimationEditor
CHOOSER_FILE_LIST_HEIGHT = UIControls::List::ROW_HEIGHT * 15
GRAPHIC_CHOOSER_PREVIEW_SIZE = 320 # Square
GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8 + (BORDER_THICKNESS * 2)
GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8
GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
GRAPHIC_CHOOSER_X = ((WINDOW_WIDTH - GRAPHIC_CHOOSER_WINDOW_WIDTH) / 2)
GRAPHIC_CHOOSER_Y = ((WINDOW_HEIGHT - GRAPHIC_CHOOSER_WINDOW_HEIGHT) / 2)
AUDIO_CHOOSER_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X
AUDIO_CHOOSER_SLIDER_WIDTH = (CHOOSER_BUTTON_WIDTH * 2) - AUDIO_CHOOSER_LABEL_WIDTH
AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4 + (BORDER_THICKNESS * 2)
AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4
AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
AUDIO_CHOOSER_X = ((WINDOW_WIDTH - AUDIO_CHOOSER_WINDOW_WIDTH) / 2)
AUDIO_CHOOSER_Y = ((WINDOW_HEIGHT - AUDIO_CHOOSER_WINDOW_HEIGHT) / 2)
# This list of animations was gathered manually by looking at all instances of
# pbCommonAnimation.
COMMON_ANIMATIONS = [
"Attract", "BanefulBunker", "BeakBlast", "Bind", "Burn",
"Clamp", "Confusion", "CraftyShield", "EatBerry", "ElectricTerrain",
"FireSpin", "FocusPunch", "Frozen", "GrassyTerrain", "Hail",
"HarshSun", "HealingWish", "HealthDown", "HealthUp", "HeavyRain",
"Infestation", "KingsShield", "LeechSeed", "LevelUp", "LunarDance",
"MagmaStorm", "MegaEvolution", "MegaEvolution2", "MistyTerrain", "Obstruct",
"Octolock", "Paralysis", "ParentalBond", "Poison", "Powder",
"PrimalGroudon", "PrimalGroudon2", "PrimalKyogre", "PrimalKyogre2", "Protect",
"PsychicTerrain", "QuickGuard", "Rain", "Rainbow", "RainbowOpp",
"Sandstorm", "SandTomb", "SeaOfFire", "SeaOfFireOpp", "Shadow",
"ShadowSky", "ShellTrap", "Shiny", "Sleep", "SpikyShield",
"StatDown", "StatUp", "StrongWinds", "Sun", "SuperShiny",
"Swamp", "SwampOpp", "Toxic", "UseItem", "WideGuard",
"Wrap"
]
def initialize(anim_id, anim)
@anim_id = anim_id
@anim = anim
@@ -110,21 +129,18 @@ class AnimationEditor
@components[:particle_list].set_interactive_rects
# Animation properties pop-up window
@components[:animation_properties] = UIControls::ControlsContainer.new(
ANIM_PROPERTIES_X + BORDER_THICKNESS + 4, ANIM_PROPERTIES_Y + BORDER_THICKNESS,
ANIM_PROPERTIES_WIDTH - ((BORDER_THICKNESS + 4) * 2), ANIM_PROPERTIES_HEIGHT - (BORDER_THICKNESS * 2)
ANIM_PROPERTIES_X + 4, ANIM_PROPERTIES_Y, ANIM_PROPERTIES_WIDTH - 8, ANIM_PROPERTIES_HEIGHT
)
@components[:animation_properties].viewport.z = @pop_up_viewport.z + 1
@components[:animation_properties].label_offset_x = 170
# Graphic chooser pop-up window
@components[:graphic_chooser] = UIControls::ControlsContainer.new(
GRAPHIC_CHOOSER_X + BORDER_THICKNESS, GRAPHIC_CHOOSER_Y + BORDER_THICKNESS,
GRAPHIC_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), GRAPHIC_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
GRAPHIC_CHOOSER_X, GRAPHIC_CHOOSER_Y, GRAPHIC_CHOOSER_WINDOW_WIDTH, GRAPHIC_CHOOSER_WINDOW_HEIGHT
)
@components[:graphic_chooser].viewport.z = @pop_up_viewport.z + 1
# Audio chooser pop-up window
@components[:audio_chooser] = UIControls::ControlsContainer.new(
AUDIO_CHOOSER_X + BORDER_THICKNESS, AUDIO_CHOOSER_Y + BORDER_THICKNESS,
AUDIO_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), AUDIO_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
AUDIO_CHOOSER_X, AUDIO_CHOOSER_Y, AUDIO_CHOOSER_WINDOW_WIDTH, AUDIO_CHOOSER_WINDOW_HEIGHT
)
@components[:audio_chooser].viewport.z = @pop_up_viewport.z + 1
@captured = nil
@@ -297,19 +313,9 @@ class AnimationEditor
# Create "opp" variant
anim_properties.add_labelled_checkbox(:opp_variant, _INTL("User is opposing?"), false)
# Create move control
# TODO: Instead of having the :common_anim TextBox control, make this a
# TextBoxDropdownList control instead. Make it allow custom text
# as well as any option in the list. Its options will be changed
# depending on the animation's type. Also have a list of existing
# Common animation names for it.
move_list = []
GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
move_list.sort! { |a, b| a[1] <=> b[1] }
anim_properties.add_labelled_dropdown_list(:move, _INTL("Move"), move_list.to_h, move_list[0][0])
anim_properties.add_labelled_text_box_dropdown_list(:move, "", [], "")
move_ctrl = anim_properties.get_control(:move)
move_ctrl.max_rows = 16
common_text = UIControls::TextBox.new(move_ctrl.width, move_ctrl.height, move_ctrl.viewport, "")
anim_properties.add_control_at(:common_anim, common_text, move_ctrl.x, move_ctrl.y)
# Create version control
anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
# Create animation name control
@@ -444,6 +450,20 @@ class AnimationEditor
end
end
def refresh_move_property_options
ctrl = @components[:animation_properties].get_control(:move)
case @anim[:type]
when :move, :opp_move
move_list = []
GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
move_list.push(["STRUGGLE", _INTL("Struggle")]) if move_list.none? { |val| val[0] == "STRUGGLE" }
move_list.sort! { |a, b| a[1] <=> b[1] }
ctrl.values = move_list.to_h
when :common, :opp_common
ctrl.values = COMMON_ANIMATIONS
end
end
def refresh_component_values(component_sym)
component = @components[component_sym]
case component_sym
@@ -515,17 +535,13 @@ class AnimationEditor
# TODO: Set the possible focus options depending on whether the animation
# has a target/user.
when :animation_properties
refresh_move_property_options
case @anim[:type]
when :move, :opp_move
component.get_control(:move_label).text = _INTL("Move")
component.get_control(:move).visible = true
component.get_control(:move).value = @anim[:move]
component.get_control(:common_anim).visible = false
when :common, :opp_common
component.get_control(:move_label).text = _INTL("Common animation")
component.get_control(:move).visible = false
component.get_control(:common_anim).visible = true
component.get_control(:common_anim).value = @anim[:move]
end
# TODO: Maybe other things as well?
end
@@ -653,8 +669,6 @@ class AnimationEditor
@anim[:type] = (opp) ? :opp_common : :common
end
refresh_component(:animation_properties)
when :common_anim
@anim[:move] = value
when :pbs_path
txt = value.gsub!(/\.txt$/, "")
@anim[property] = txt

View File

@@ -3,21 +3,18 @@
#===============================================================================
class AnimationEditor
def create_pop_up_window(width, height)
ret = BitmapSprite.new(width, height, @pop_up_viewport)
ret.x = (WINDOW_WIDTH - width) / 2
ret.y = (WINDOW_HEIGHT - height) / 2
ret = BitmapSprite.new(width + (BORDER_THICKNESS * 2),
height + (BORDER_THICKNESS * 2), @pop_up_viewport)
ret.x = (WINDOW_WIDTH - ret.width) / 2
ret.y = (WINDOW_HEIGHT - ret.height) / 2
ret.z = -1
ret.bitmap.font.color = Color.black
ret.bitmap.font.size = 18
# Draw message box border
ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS,
ret.width - (BORDER_THICKNESS * 2), ret.height - (BORDER_THICKNESS * 2),
# Draw pop-up box border
ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height,
BORDER_THICKNESS, Color.white, Color.black)
# Fill message box with white
ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS,
ret.width - (BORDER_THICKNESS * 2),
ret.height - (BORDER_THICKNESS * 2),
Color.white)
# Fill pop-up box with white
ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height, Color.white)
return ret
end
@@ -79,6 +76,55 @@ class AnimationEditor
#-----------------------------------------------------------------------------
def edit_animation_properties
# Show pop-up window
@pop_up_bg_bitmap.visible = true
bg_bitmap = create_pop_up_window(ANIM_PROPERTIES_WIDTH, ANIM_PROPERTIES_HEIGHT)
# TODO: Draw box around list control(s), i.e. flags. Note that an extra +4
# should be added to its x coordinate because of padding created when
# defining @components[:animation_properties].
anim_properties = @components[:animation_properties]
anim_properties.visible = true
# Set control values
case @anim[:type]
when :move, :opp_move
anim_properties.get_control(:type).value = :move
when :common, :opp_common
anim_properties.get_control(:type).value = :common
end
anim_properties.get_control(:opp_variant).value = ([:opp_move, :opp_common].include?(@anim[:type]))
anim_properties.get_control(:version).value = @anim[:version] || 0
anim_properties.get_control(:name).value = @anim[:name] || ""
anim_properties.get_control(:pbs_path).value = (@anim[:pbs_path] || "unsorted") + ".txt"
anim_properties.get_control(:has_target).value = !@anim[:no_target]
anim_properties.get_control(:usable).value = !(@anim[:ignore] || false)
# TODO: Populate flags.
refresh_component(:animation_properties) # This sets the :move control's value
# Interaction loop
ret = nil
loop do
Graphics.update
Input.update
anim_properties.update
if anim_properties.changed?
break if anim_properties.values.keys.include?(:close)
anim_properties.values.each_pair do |property, value|
apply_changed_value(:animation_properties, property, value)
end
anim_properties.clear_changed
end
break if !anim_properties.busy? && Input.trigger?(Input::BACK)
anim_properties.repaint
end
# Dispose and return
bg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
anim_properties.clear_changed
anim_properties.visible = false
end
#-----------------------------------------------------------------------------
# Generates a list of all files in the given folder which have a file
# extension that matches one in exts. Removes any files from the list whose
# filename is the same as one in prepends (case insensitive), and then adds
@@ -106,7 +152,7 @@ class AnimationEditor
graphic_chooser.visible = true
# Draw box around list control
list = graphic_chooser.get_control(:list)
bg_bitmap.bitmap.outline_rect(list.x + BORDER_THICKNESS - 2, list.y + BORDER_THICKNESS - 2,
bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
list.width + 4, list.height + 4, Color.black)
# Get a list of files
files = get_all_files_in_folder_and_prepend(
@@ -210,7 +256,7 @@ class AnimationEditor
audio_chooser.visible = true
# Draw box around list control
list = audio_chooser.get_control(:list)
bg_bitmap.bitmap.outline_rect(list.x + BORDER_THICKNESS - 2, list.y + BORDER_THICKNESS - 2,
bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
list.width + 4, list.height + 4, Color.black)
# Get a list of files
files = get_all_files_in_folder_and_prepend(
@@ -274,51 +320,4 @@ class AnimationEditor
return [ret, vol, ptch]
end
#-----------------------------------------------------------------------------
def edit_animation_properties
# Show pop-up window
@pop_up_bg_bitmap.visible = true
bg_bitmap = create_pop_up_window(ANIM_PROPERTIES_WIDTH, ANIM_PROPERTIES_HEIGHT)
# TODO: Draw box around list control(s), i.e. flags.
anim_properties = @components[:animation_properties]
anim_properties.visible = true
# Set control values
case @anim[:type]
when :move, :opp_move
anim_properties.get_control(:type).value = :move
when :common, :opp_common
anim_properties.get_control(:type).value = :common
end
anim_properties.get_control(:opp_variant).value = ([:opp_move, :opp_common].include?(@anim[:type]))
anim_properties.get_control(:version).value = @anim[:version] || 0
anim_properties.get_control(:name).value = @anim[:name] || ""
anim_properties.get_control(:pbs_path).value = (@anim[:pbs_path] || "unsorted") + ".txt"
anim_properties.get_control(:has_target).value = !@anim[:no_target]
anim_properties.get_control(:usable).value = !(@anim[:ignore] || false)
# TODO: Populate flags.
refresh_component(:animation_properties) # This sets the :move control's value
# Interaction loop
ret = nil
loop do
Graphics.update
Input.update
anim_properties.update
if anim_properties.changed?
break if anim_properties.values.keys.include?(:close)
anim_properties.values.each_pair do |property, value|
apply_changed_value(:animation_properties, property, value)
end
anim_properties.clear_changed
end
break if !anim_properties.busy? && Input.trigger?(Input::BACK)
anim_properties.repaint
end
# Dispose and return
bg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
anim_properties.clear_changed
anim_properties.visible = false
end
end