mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Added TextBoxDropdownList UI control
This commit is contained in:
@@ -32,18 +32,18 @@ class AnimationEditor
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PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS
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# Pop-up windows
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ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
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ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80 + 8
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ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
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ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
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ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
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MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
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MESSAGE_BOX_HEIGHT = 160
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MESSAGE_BOX_BUTTON_WIDTH = 150
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MESSAGE_BOX_BUTTON_HEIGHT = 32
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MESSAGE_BOX_SPACING = 16
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ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
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ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80
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ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
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ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
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ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
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CHOOSER_BUTTON_WIDTH = 150
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CHOOSER_BUTTON_HEIGHT = MESSAGE_BOX_BUTTON_HEIGHT
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CHOOSER_FILE_LIST_X = 8
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@@ -52,18 +52,37 @@ class AnimationEditor
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CHOOSER_FILE_LIST_HEIGHT = UIControls::List::ROW_HEIGHT * 15
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GRAPHIC_CHOOSER_PREVIEW_SIZE = 320 # Square
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GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8 + (BORDER_THICKNESS * 2)
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GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
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GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8
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GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
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GRAPHIC_CHOOSER_X = ((WINDOW_WIDTH - GRAPHIC_CHOOSER_WINDOW_WIDTH) / 2)
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GRAPHIC_CHOOSER_Y = ((WINDOW_HEIGHT - GRAPHIC_CHOOSER_WINDOW_HEIGHT) / 2)
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AUDIO_CHOOSER_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X
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AUDIO_CHOOSER_SLIDER_WIDTH = (CHOOSER_BUTTON_WIDTH * 2) - AUDIO_CHOOSER_LABEL_WIDTH
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AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4 + (BORDER_THICKNESS * 2)
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AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
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AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4
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AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
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AUDIO_CHOOSER_X = ((WINDOW_WIDTH - AUDIO_CHOOSER_WINDOW_WIDTH) / 2)
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AUDIO_CHOOSER_Y = ((WINDOW_HEIGHT - AUDIO_CHOOSER_WINDOW_HEIGHT) / 2)
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# This list of animations was gathered manually by looking at all instances of
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# pbCommonAnimation.
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COMMON_ANIMATIONS = [
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"Attract", "BanefulBunker", "BeakBlast", "Bind", "Burn",
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"Clamp", "Confusion", "CraftyShield", "EatBerry", "ElectricTerrain",
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"FireSpin", "FocusPunch", "Frozen", "GrassyTerrain", "Hail",
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"HarshSun", "HealingWish", "HealthDown", "HealthUp", "HeavyRain",
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"Infestation", "KingsShield", "LeechSeed", "LevelUp", "LunarDance",
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"MagmaStorm", "MegaEvolution", "MegaEvolution2", "MistyTerrain", "Obstruct",
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"Octolock", "Paralysis", "ParentalBond", "Poison", "Powder",
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"PrimalGroudon", "PrimalGroudon2", "PrimalKyogre", "PrimalKyogre2", "Protect",
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"PsychicTerrain", "QuickGuard", "Rain", "Rainbow", "RainbowOpp",
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"Sandstorm", "SandTomb", "SeaOfFire", "SeaOfFireOpp", "Shadow",
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"ShadowSky", "ShellTrap", "Shiny", "Sleep", "SpikyShield",
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"StatDown", "StatUp", "StrongWinds", "Sun", "SuperShiny",
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"Swamp", "SwampOpp", "Toxic", "UseItem", "WideGuard",
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"Wrap"
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]
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def initialize(anim_id, anim)
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@anim_id = anim_id
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@anim = anim
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@@ -110,21 +129,18 @@ class AnimationEditor
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@components[:particle_list].set_interactive_rects
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# Animation properties pop-up window
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@components[:animation_properties] = UIControls::ControlsContainer.new(
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ANIM_PROPERTIES_X + BORDER_THICKNESS + 4, ANIM_PROPERTIES_Y + BORDER_THICKNESS,
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ANIM_PROPERTIES_WIDTH - ((BORDER_THICKNESS + 4) * 2), ANIM_PROPERTIES_HEIGHT - (BORDER_THICKNESS * 2)
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ANIM_PROPERTIES_X + 4, ANIM_PROPERTIES_Y, ANIM_PROPERTIES_WIDTH - 8, ANIM_PROPERTIES_HEIGHT
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)
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@components[:animation_properties].viewport.z = @pop_up_viewport.z + 1
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@components[:animation_properties].label_offset_x = 170
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# Graphic chooser pop-up window
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@components[:graphic_chooser] = UIControls::ControlsContainer.new(
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GRAPHIC_CHOOSER_X + BORDER_THICKNESS, GRAPHIC_CHOOSER_Y + BORDER_THICKNESS,
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GRAPHIC_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), GRAPHIC_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
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GRAPHIC_CHOOSER_X, GRAPHIC_CHOOSER_Y, GRAPHIC_CHOOSER_WINDOW_WIDTH, GRAPHIC_CHOOSER_WINDOW_HEIGHT
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)
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@components[:graphic_chooser].viewport.z = @pop_up_viewport.z + 1
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# Audio chooser pop-up window
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@components[:audio_chooser] = UIControls::ControlsContainer.new(
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AUDIO_CHOOSER_X + BORDER_THICKNESS, AUDIO_CHOOSER_Y + BORDER_THICKNESS,
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AUDIO_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), AUDIO_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
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AUDIO_CHOOSER_X, AUDIO_CHOOSER_Y, AUDIO_CHOOSER_WINDOW_WIDTH, AUDIO_CHOOSER_WINDOW_HEIGHT
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)
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@components[:audio_chooser].viewport.z = @pop_up_viewport.z + 1
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@captured = nil
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@@ -297,19 +313,9 @@ class AnimationEditor
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# Create "opp" variant
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anim_properties.add_labelled_checkbox(:opp_variant, _INTL("User is opposing?"), false)
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# Create move control
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# TODO: Instead of having the :common_anim TextBox control, make this a
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# TextBoxDropdownList control instead. Make it allow custom text
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# as well as any option in the list. Its options will be changed
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# depending on the animation's type. Also have a list of existing
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# Common animation names for it.
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move_list = []
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GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
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move_list.sort! { |a, b| a[1] <=> b[1] }
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anim_properties.add_labelled_dropdown_list(:move, _INTL("Move"), move_list.to_h, move_list[0][0])
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anim_properties.add_labelled_text_box_dropdown_list(:move, "", [], "")
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move_ctrl = anim_properties.get_control(:move)
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move_ctrl.max_rows = 16
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common_text = UIControls::TextBox.new(move_ctrl.width, move_ctrl.height, move_ctrl.viewport, "")
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anim_properties.add_control_at(:common_anim, common_text, move_ctrl.x, move_ctrl.y)
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# Create version control
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anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
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# Create animation name control
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@@ -444,6 +450,20 @@ class AnimationEditor
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end
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end
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def refresh_move_property_options
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ctrl = @components[:animation_properties].get_control(:move)
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case @anim[:type]
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when :move, :opp_move
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move_list = []
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GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
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move_list.push(["STRUGGLE", _INTL("Struggle")]) if move_list.none? { |val| val[0] == "STRUGGLE" }
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move_list.sort! { |a, b| a[1] <=> b[1] }
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ctrl.values = move_list.to_h
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when :common, :opp_common
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ctrl.values = COMMON_ANIMATIONS
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end
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end
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def refresh_component_values(component_sym)
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component = @components[component_sym]
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case component_sym
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@@ -515,17 +535,13 @@ class AnimationEditor
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# TODO: Set the possible focus options depending on whether the animation
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# has a target/user.
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when :animation_properties
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refresh_move_property_options
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case @anim[:type]
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when :move, :opp_move
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component.get_control(:move_label).text = _INTL("Move")
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component.get_control(:move).visible = true
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component.get_control(:move).value = @anim[:move]
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component.get_control(:common_anim).visible = false
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when :common, :opp_common
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component.get_control(:move_label).text = _INTL("Common animation")
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component.get_control(:move).visible = false
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component.get_control(:common_anim).visible = true
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component.get_control(:common_anim).value = @anim[:move]
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end
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# TODO: Maybe other things as well?
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end
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@@ -653,8 +669,6 @@ class AnimationEditor
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@anim[:type] = (opp) ? :opp_common : :common
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end
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refresh_component(:animation_properties)
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when :common_anim
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@anim[:move] = value
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when :pbs_path
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txt = value.gsub!(/\.txt$/, "")
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@anim[property] = txt
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@@ -3,21 +3,18 @@
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#===============================================================================
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class AnimationEditor
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def create_pop_up_window(width, height)
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ret = BitmapSprite.new(width, height, @pop_up_viewport)
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ret.x = (WINDOW_WIDTH - width) / 2
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ret.y = (WINDOW_HEIGHT - height) / 2
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ret = BitmapSprite.new(width + (BORDER_THICKNESS * 2),
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height + (BORDER_THICKNESS * 2), @pop_up_viewport)
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ret.x = (WINDOW_WIDTH - ret.width) / 2
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ret.y = (WINDOW_HEIGHT - ret.height) / 2
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ret.z = -1
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ret.bitmap.font.color = Color.black
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ret.bitmap.font.size = 18
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# Draw message box border
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ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS,
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ret.width - (BORDER_THICKNESS * 2), ret.height - (BORDER_THICKNESS * 2),
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# Draw pop-up box border
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ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height,
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BORDER_THICKNESS, Color.white, Color.black)
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# Fill message box with white
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ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS,
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ret.width - (BORDER_THICKNESS * 2),
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ret.height - (BORDER_THICKNESS * 2),
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Color.white)
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# Fill pop-up box with white
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ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height, Color.white)
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return ret
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end
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@@ -79,6 +76,55 @@ class AnimationEditor
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#-----------------------------------------------------------------------------
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def edit_animation_properties
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# Show pop-up window
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@pop_up_bg_bitmap.visible = true
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bg_bitmap = create_pop_up_window(ANIM_PROPERTIES_WIDTH, ANIM_PROPERTIES_HEIGHT)
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# TODO: Draw box around list control(s), i.e. flags. Note that an extra +4
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# should be added to its x coordinate because of padding created when
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# defining @components[:animation_properties].
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anim_properties = @components[:animation_properties]
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anim_properties.visible = true
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# Set control values
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case @anim[:type]
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when :move, :opp_move
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anim_properties.get_control(:type).value = :move
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when :common, :opp_common
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anim_properties.get_control(:type).value = :common
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end
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anim_properties.get_control(:opp_variant).value = ([:opp_move, :opp_common].include?(@anim[:type]))
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anim_properties.get_control(:version).value = @anim[:version] || 0
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anim_properties.get_control(:name).value = @anim[:name] || ""
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anim_properties.get_control(:pbs_path).value = (@anim[:pbs_path] || "unsorted") + ".txt"
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anim_properties.get_control(:has_target).value = !@anim[:no_target]
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anim_properties.get_control(:usable).value = !(@anim[:ignore] || false)
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# TODO: Populate flags.
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refresh_component(:animation_properties) # This sets the :move control's value
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# Interaction loop
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ret = nil
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loop do
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Graphics.update
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Input.update
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anim_properties.update
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if anim_properties.changed?
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break if anim_properties.values.keys.include?(:close)
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anim_properties.values.each_pair do |property, value|
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apply_changed_value(:animation_properties, property, value)
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end
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anim_properties.clear_changed
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end
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break if !anim_properties.busy? && Input.trigger?(Input::BACK)
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anim_properties.repaint
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end
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# Dispose and return
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bg_bitmap.dispose
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@pop_up_bg_bitmap.visible = false
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anim_properties.clear_changed
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anim_properties.visible = false
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end
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#-----------------------------------------------------------------------------
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# Generates a list of all files in the given folder which have a file
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# extension that matches one in exts. Removes any files from the list whose
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# filename is the same as one in prepends (case insensitive), and then adds
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@@ -106,7 +152,7 @@ class AnimationEditor
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graphic_chooser.visible = true
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# Draw box around list control
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list = graphic_chooser.get_control(:list)
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bg_bitmap.bitmap.outline_rect(list.x + BORDER_THICKNESS - 2, list.y + BORDER_THICKNESS - 2,
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bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
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list.width + 4, list.height + 4, Color.black)
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# Get a list of files
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files = get_all_files_in_folder_and_prepend(
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@@ -210,7 +256,7 @@ class AnimationEditor
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audio_chooser.visible = true
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# Draw box around list control
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list = audio_chooser.get_control(:list)
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bg_bitmap.bitmap.outline_rect(list.x + BORDER_THICKNESS - 2, list.y + BORDER_THICKNESS - 2,
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bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
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list.width + 4, list.height + 4, Color.black)
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# Get a list of files
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files = get_all_files_in_folder_and_prepend(
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@@ -274,51 +320,4 @@ class AnimationEditor
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return [ret, vol, ptch]
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end
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#-----------------------------------------------------------------------------
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def edit_animation_properties
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# Show pop-up window
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@pop_up_bg_bitmap.visible = true
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bg_bitmap = create_pop_up_window(ANIM_PROPERTIES_WIDTH, ANIM_PROPERTIES_HEIGHT)
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# TODO: Draw box around list control(s), i.e. flags.
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anim_properties = @components[:animation_properties]
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anim_properties.visible = true
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# Set control values
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case @anim[:type]
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when :move, :opp_move
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anim_properties.get_control(:type).value = :move
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when :common, :opp_common
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anim_properties.get_control(:type).value = :common
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end
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anim_properties.get_control(:opp_variant).value = ([:opp_move, :opp_common].include?(@anim[:type]))
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anim_properties.get_control(:version).value = @anim[:version] || 0
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anim_properties.get_control(:name).value = @anim[:name] || ""
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anim_properties.get_control(:pbs_path).value = (@anim[:pbs_path] || "unsorted") + ".txt"
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anim_properties.get_control(:has_target).value = !@anim[:no_target]
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anim_properties.get_control(:usable).value = !(@anim[:ignore] || false)
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# TODO: Populate flags.
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refresh_component(:animation_properties) # This sets the :move control's value
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# Interaction loop
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ret = nil
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loop do
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Graphics.update
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Input.update
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anim_properties.update
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if anim_properties.changed?
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break if anim_properties.values.keys.include?(:close)
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anim_properties.values.each_pair do |property, value|
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apply_changed_value(:animation_properties, property, value)
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end
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anim_properties.clear_changed
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end
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break if !anim_properties.busy? && Input.trigger?(Input::BACK)
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anim_properties.repaint
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end
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# Dispose and return
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bg_bitmap.dispose
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@pop_up_bg_bitmap.visible = false
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anim_properties.clear_changed
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anim_properties.visible = false
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end
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end
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