Added animation editor's particle list

This commit is contained in:
Maruno17
2023-10-18 16:48:28 +01:00
parent 193f01f70b
commit 7031698d85
10 changed files with 900 additions and 79 deletions

View File

@@ -5,6 +5,45 @@ class Bitmap
fill_rect(x, y + height - thickness, width, thickness, color)
fill_rect(x + width - thickness, y, thickness, height, color)
end
def fill_diamond(x, y, radius, color)
((radius * 2) + 1).times do |i|
height = (i <= radius) ? (i * 2) + 1 : (((radius * 2) - i) * 2) + 1
fill_rect(x - radius + i, y - ((height - 1) / 2), 1, height, color)
end
end
# TODO: Add more curve types once it's decided which ones they are.
def draw_interpolation_line(x, y, width, height, gradient, type, color)
case type
when :linear
# NOTE: https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
start_x = x
end_x = x + width - 1
start_y = (gradient) ? y + height - 1 : y
end_y = (gradient) ? y : y + height - 1
dx = end_x - start_x
dy = -((end_y - start_y).abs)
error = dx + dy
draw_x = start_x
draw_y = start_y
loop do
fill_rect(draw_x, draw_y, 1, 1, color)
break if draw_x == end_x && draw_y == end_y
e2 = 2 * error
if e2 >= dy
break if draw_x == end_x
error += dy
draw_x += 1
end
if e2 <= dx
break if draw_y == end_y
error += dx
draw_y += (gradient) ? -1 : 1
end
end
end
end
end
#===============================================================================

View File

@@ -19,7 +19,8 @@ module GameData
"Common" => :common, "OppCommon" => :opp_common}],
"Name" => [:name, "s"],
# TODO: Target (Screen, User, UserAndTarget, etc. Determines which focuses
# a particle can be given and whether "Target" particle exists).
# a particle can be given and whether "Target" particle exists). Or
# InvolvesTarget boolean (user and screen will always exist).
# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
# animations start playing).
"Flags" => [:flags, "*s"],
@@ -28,6 +29,7 @@ module GameData
# For individual particles. All actions should have "^" in them.
# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
# ones are given a duration of 0 in def validate_compiled_animation.
# Also add display names to def property_display_name.
SUB_SCHEMA = {
# These properties cannot be changed partway through the animation.
# TODO: "Name" isn't actually used; the name comes from the subsection
@@ -59,9 +61,7 @@ module GameData
# TODO: Remember that :visible defaults to false at the beginning for a
# particle, and becomes true automatically when the first command
# happens for that particle. For "User" and "Target", it defaults to
# true at the beginning instead. This affects the display of the
# particle's timeline and canvas sprite in the editor, as well as
# the animation player.
# true at the beginning instead.
"SetVisible" => [:visible, "^ub"],
"SetOpacity" => [:opacity, "^uu"],
"MoveOpacity" => [:opacity, "^uuu"]

View File

@@ -7,8 +7,8 @@ module Compiler
sub_schema = GameData::Animation.sub_schema
idx = 0
# Read from PBS file(s)
Console.echo_li(_INTL("Compiling animation PBS files..."))
paths.each do |path|
compile_pbs_file_message_start(path)
file_name = path.gsub(/^PBS\/Animations\//, "").gsub(/.txt$/, "")
data_hash = nil
current_particle = nil
@@ -84,9 +84,9 @@ module Compiler
validate_compiled_animation(data_hash)
GameData::Animation.register(data_hash)
end
process_pbs_file_message_end
end
validate_all_compiled_animations
process_pbs_file_message_end
# Save all data
GameData::Animation.save
end

View File

@@ -23,8 +23,8 @@ class UIControls::Scrollbar < UIControls::BaseControl
@slider_size = size
@range = size # Total distance of the area this scrollbar is for
@slider_top = 0 # Top pixel within @size of the scrollbar
@visible = @always_visible
@always_visible = always_visible
self.visible = @always_visible
end
def position

View File

@@ -11,7 +11,7 @@
# this would require manually telling all other controls in this container
# that something else is captured and they shouldn't show a hover
# highlight when updated (perhaps as a parameter in def update), which I
# don't think is ideal. Mark self as "busy" while a control is captured.
# don't think is ideal.
#===============================================================================
class UIControls::ControlsContainer
attr_reader :x, :y
@@ -43,6 +43,10 @@ class UIControls::ControlsContainer
@viewport.dispose
end
def busy?
return !@captured.nil?
end
def changed?
return !@values.nil?
end

View File

@@ -132,6 +132,7 @@ class AnimationEditorLoadScreen
Input.update
update
# Open editor with animation
@load_animation_id = 2 # TODO: For quickstart testing purposes.
if @load_animation_id
screen = AnimationEditor.new(@load_animation_id, GameData::Animation.get(@load_animation_id).clone_as_hash)
screen.run

View File

@@ -34,11 +34,14 @@ class AnimationEditor
SIDE_PANE_Y = CANVAS_Y
SIDE_PANE_WIDTH = WINDOW_WIDTH - SIDE_PANE_X - BORDER_THICKNESS
SIDE_PANE_HEIGHT = CANVAS_HEIGHT + (32 * 2)
PARTICLE_LIST_X = 0
PARTICLE_LIST_Y = SIDE_PANE_Y + SIDE_PANE_HEIGHT + (BORDER_THICKNESS * 2)
PARTICLE_LIST_WIDTH = WINDOW_WIDTH
PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y
def initialize(anim_id, anim)
@anim_id = anim_id
@anim = anim
@keyframe = 0
@particle = -1
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@@ -50,7 +53,7 @@ class AnimationEditor
@canvas.y = CANVAS_Y
@canvas.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", "field_bg")
# Side panes
@keyframe_particle_pane = ControlPane.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@keyframe_particle_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
# TODO: Make more side panes for:
# - colour/tone editor (accessed from keyframe_particle_pane via a
# button; has Apply/Cancel buttons to only apply all its values at
@@ -63,7 +66,14 @@ class AnimationEditor
# shake, etc.)
# - keyframe properties (shift all later particle commands forward/
# backward).
# Timeline/particle list
@particle_list = UIControls::AnimationParticleList.new(
PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
)
@particle_list.set_interactive_rects
@captured = nil
set_side_panes_contents
set_particle_list_contents
refresh
end
@@ -71,9 +81,18 @@ class AnimationEditor
@screen_bitmap.dispose
@canvas.dispose
@keyframe_particle_pane.dispose
@particle_list.dispose
@viewport.dispose
end
def keyframe
return @particle_list.keyframe
end
def particle_index
return @particle_list.particle_index
end
#-----------------------------------------------------------------------------
def set_keyframe_particle_pane_contents
@@ -116,6 +135,10 @@ class AnimationEditor
set_keyframe_particle_pane_contents
end
def set_particle_list_contents
@particle_list.set_particles(@anim[:particles])
end
#-----------------------------------------------------------------------------
def draw_editor_background
@@ -131,79 +154,39 @@ class AnimationEditor
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 1, SIDE_PANE_Y - 1, SIDE_PANE_WIDTH + 2, SIDE_PANE_HEIGHT + 2, Color.white)
# Fill the side pane with white
@screen_bitmap.bitmap.fill_rect(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT, Color.white)
end
def get_keyframe_particle_value(particle, frame, property)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false]
if particle[property]
# NOTE: The commands are already in keyframe order, so we can just run
# through them in order, applying their changes until we reach
# frame.
particle[property].each do |cmd|
break if cmd[0] > frame # Command is in the future; no more is needed
break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet
if cmd[0] + cmd[1] <= frame # Command has finished; use its end value
ret[0] = cmd[2]
next
end
# In a "MoveXYZ" command; need to interpolate
ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
ret[1] = true # Interpolating
break
end
end
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible.
if property == :visible
first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
first_visible_cmd = -1
if first_cmd < 0
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
end
end
ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
(first_visible_cmd < 0 || frame < first_visible_cmd)
end
return ret
end
def get_all_keyframe_particle_values(particle, frame)
ret = {}
GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = get_keyframe_particle_value(particle, frame, prop)
end
return ret
# Outline around timeline/particle list
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 3, PARTICLE_LIST_Y - 3, PARTICLE_LIST_WIDTH + 6, PARTICLE_LIST_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 2, PARTICLE_LIST_Y - 2, PARTICLE_LIST_WIDTH + 4, PARTICLE_LIST_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 1, PARTICLE_LIST_Y - 1, PARTICLE_LIST_WIDTH + 2, PARTICLE_LIST_HEIGHT + 2, Color.white)
end
def refresh_keyframe_particle_pane
if @particle < 0 || !@anim[:particles][@particle]
if !keyframe || keyframe < 0 || !particle_index || particle_index < 0 ||
!@anim[:particles][particle_index]
@keyframe_particle_pane.visible = false
else
@keyframe_particle_pane.visible = true
new_vals = get_all_keyframe_particle_values(@anim[:particles][@particle], @keyframe)
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
# TODO: Need to do something special for :color, :tone and :graphic/:frame
# which all have button controls.
@keyframe_particle_pane.controls.each do |ctrl|
next if !new_vals.include?(ctrl[0])
ctrl.value = new_vals[ctrl[0]][0]
ctrl[1].value = new_vals[ctrl[0]][0] if ctrl[1].respond_to?("value=")
# TODO: new_vals[ctrl[0]][1] is whether the value is being interpolated,
# which should be indicated somehow in ctrl.
# which should be indicated somehow in ctrl[1].
end
end
end
def refresh_particle_list
@particle_list.refresh
end
def refresh
# Set all side pane controls to values from animation
refresh_keyframe_particle_pane
# Set particle list's contents
refresh_particle_list
end
#-----------------------------------------------------------------------------
@@ -216,6 +199,7 @@ class AnimationEditor
def update_keyframe_particle_pane
@keyframe_particle_pane.update
@captured = :keyframe_particle_pane if @keyframe_particle_pane.busy?
if @keyframe_particle_pane.changed?
# TODO: Make undo/redo snapshot.
values = @keyframe_particle_pane.values
@@ -233,9 +217,38 @@ class AnimationEditor
end
end
def update_particle_list
old_keyframe = keyframe
old_particle_index = particle_index
@particle_list.update
@captured = :particle_list if @particle_list.busy?
if @particle_list.changed?
refresh_keyframe_particle_pane if keyframe != old_keyframe || particle_index != old_particle_index
# TODO: Lots of stuff here.
@particle_list.clear_changed
end
@particle_list.repaint
end
def update
if @captured
# TODO: There must be a better way to do this.
case @captured
when :canvas
update_canvas
@captured = nil if !@canvas.busy?
when :keyframe_particle_pane
update_keyframe_particle_pane
@captured = nil if !@keyframe_particle_pane.busy?
when :particle_list
update_particle_list
@captured = nil if !@particle_list.busy?
end
else
update_canvas
update_keyframe_particle_pane
update_particle_list
end
end
#-----------------------------------------------------------------------------

View File

@@ -0,0 +1,639 @@
#===============================================================================
# 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 UIControls::AnimationParticleList < UIControls::BaseControl
LIST_WIDTH = 150
ROW_HEIGHT = 24
TIMELINE_HEIGHT = 24
DIAMOND_SIZE = 3
TIMELINE_LEFT_BUFFER = DIAMOND_SIZE + 1 # Allows diamonds at keyframe 0 to be drawn fully
TIMELINE_TEXT_SIZE = 16
KEYFRAME_SPACING = 20
INTERP_LINE_HEIGHT = KEYFRAME_SPACING - ((DIAMOND_SIZE * 2) + 3)
INTERP_LINE_Y = (TIMELINE_HEIGHT / 2) - (INTERP_LINE_HEIGHT / 2)
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
attr_reader :particle_index # Index in @particles
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, y + TIMELINE_HEIGHT, LIST_WIDTH, height - TIMELINE_HEIGHT - UIControls::Scrollbar::SLIDER_WIDTH - 1
)
@list_viewport.z = self.viewport.z + 1
@commands_bg_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, @list_viewport.rect.y,
width - @list_viewport.rect.width - UIControls::Scrollbar::SLIDER_WIDTH,
@list_viewport.rect.height)
@commands_bg_viewport.z = self.viewport.z + 1
@position_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, y, @commands_bg_viewport.rect.width, height)
@position_viewport.z = self.viewport.z + 2
@commands_viewport = Viewport.new(@list_viewport.rect.x + LIST_WIDTH, @list_viewport.rect.y,
width - @list_viewport.rect.width - UIControls::Scrollbar::SLIDER_WIDTH,
@list_viewport.rect.height)
@commands_viewport.z = self.viewport.z + 3
# Create scrollbar
@list_scrollbar = UIControls::Scrollbar.new(
@commands_viewport.rect.x + @commands_viewport.rect.width, @commands_viewport.rect.y,
@commands_viewport.rect.height + 1, self.viewport, false, true
)
@list_scrollbar.set_interactive_rects
@time_scrollbar = UIControls::Scrollbar.new(
@commands_viewport.rect.x, @commands_viewport.rect.y + @commands_viewport.rect.height + 1,
@commands_viewport.rect.width, self.viewport, true, true
)
@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 - 1, @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
@particle_index = 0
# Particle information to display (one row each)
@particles = [] # Reference to particle data from the editor scene
@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 - 1, width, 1, Color.black)
self.bitmap.fill_rect(LIST_WIDTH - 1, 0, 1, height, Color.black)
self.bitmap.fill_rect(0, height - UIControls::Scrollbar::SLIDER_WIDTH - 1, width, 1, Color.black)
self.bitmap.fill_rect(width - UIControls::Scrollbar::SLIDER_WIDTH - 1, 0, 1, height, Color.black)
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 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
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_viewport.oy = @top_pos
if @top_pos != old_val
invalidate_rows
@old_top_pos = old_val
end
end
def set_particles(particles)
@particles = particles
@particle_list.clear
calculate_all_commands_and_durations
# Dispose of and clear all existing list/commands sprites
dispose_listed_sprites
# Fill in @particle_list with indices from @particles
@particles.length.times { |i| @particle_list.push(i) }
# Create new sprites for each particle (1x list and 2x commands)
@particle_list.length.times do
list_sprite = BitmapSprite.new(@list_viewport.rect.width, ROW_HEIGHT, @list_viewport)
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
@list_scrollbar.range = @particle_list.length * ROW_HEIGHT
@time_scrollbar.range = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
self.left_pos = @left_pos
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
@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
@commands = {}
@particles.each_with_index do |particle, i|
overall_commands = []
particle.each_pair do |property, value|
next if !value.is_a?(Array)
cmds = AnimationEditor::ParticleDataHelper.get_particle_property_commands_timeline(value, property)
@commands[[i, property]] = cmds
cmds.each_with_index do |cmd, j|
next if !cmd
overall_commands[j] = (cmd.is_a?(Array)) ? cmd.clone : cmd
end
end
@commands[i] = overall_commands
end
# Calculate visibilities for every keyframe
@particles.each_with_index do |particle, i|
@visibilities[i] = AnimationEditor::ParticleDataHelper.get_timeline_particle_visibilities(
particle, @duration - DURATION_BUFFER
)
end
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 {
:graphic => "Graphic",
:frame => "Graphic frame",
:blending => "Blending",
:flip => "Flip",
:x => "X",
:y => "Y",
:zoom_x => "Zoom X",
:zoom_y => "Zoom Y",
:angle => "Angle",
:visible => "Visible",
:opacity => "Opacity"
}[property] || "Unnamed property"
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 && @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
# 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(0, 1, spr.width - 1, spr.height - 1, hover_color) if hover_color
# Draw outline
spr.bitmap.outline_rect(0, 1, spr.width - 1, spr.height - 1, bg_color, 2)
# Draw text
if @particle_list[index].is_a?(Array)
draw_text(spr.bitmap, 3 + 40, 3, property_display_name(@particle_list[index][1]))
else
draw_text(spr.bitmap, 3, 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 && (particle_data[:name] == "SE" || 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 particle_data[:name] != "SE" && !visible_cmds[i]
# Draw outline
bg_spr.bitmap.fill_rect(draw_x, 1, KEYFRAME_SPACING, 1, Color.black) # Top
bg_spr.bitmap.fill_rect(draw_x, ROW_HEIGHT - 1, KEYFRAME_SPACING, 1, Color.black) # Bottom
if i <= 0 || (particle_data[:name] != "SE" && !visible_cmds[i - 1])
bg_spr.bitmap.fill_rect(draw_x, 1, 1, ROW_HEIGHT - 1, Color.black) # Left
end
if i == @duration - DURATION_BUFFER - 1 || (particle_data[:name] != "SE" && i < @duration - 1 && !visible_cmds[i + 1])
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, TIMELINE_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
ret = [area, nil, new_hover_row]
when :timeline
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2)) / KEYFRAME_SPACING
break if new_hover_keyframe < 0 || new_hover_keyframe >= @duration
ret = [area, new_hover_keyframe, nil]
when :commands
new_hover_row = (mouse_y + @top_pos - rect.y) / ROW_HEIGHT
new_hover_keyframe = (mouse_x + @left_pos - rect.x - TIMELINE_LEFT_BUFFER + (KEYFRAME_SPACING / 2)) / KEYFRAME_SPACING
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]
set_changed if @keyframe != @captured_keyframe || @particle_index != @captured_row
@keyframe = @captured_keyframe || -1
@particle_index = @captured_row || -1
end
end
@captured_keyframe = nil
@captured_row = nil
super # Make this control not busy again
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
# TODO: This is testing code, and should be replaced by clicking on the
# timeline or a command sprite. Maybe keep it after all?
if Input.trigger?(Input::LEFT)
if @keyframe > 0
@keyframe -= 1
echoln "keyframe = #{@keyframe}"
set_changed
end
elsif Input.trigger?(Input::RIGHT)
if @keyframe < @duration - DURATION_BUFFER
@keyframe += 1
echoln "keyframe = #{@keyframe}"
set_changed
end
elsif Input.trigger?(Input::UP)
if @particle_index > 0
@particle_index -= 1
echoln "particle_index = #{@particle_index}"
set_changed
end
elsif Input.trigger?(Input::DOWN)
if @particle_index < @particles.length - 1
@particle_index += 1
echoln "particle_index = #{@particle_index}"
set_changed
end
end
end
end

View File

@@ -1,12 +0,0 @@
#===============================================================================
#
#===============================================================================
class AnimationEditor::ControlPane < UIControls::ControlsContainer
def on_control_release
# TODO: Update data for @captured control, because it may have changed.
# Gather data from all controls in this container and put them in a
# hash; it's up to the main editor screen to notice/read it, edit
# animation data accordingly, and then tell this container to nil that
# hash again.
end
end

View File

@@ -0,0 +1,137 @@
module AnimationEditor::ParticleDataHelper
module_function
def get_duration(particles)
ret = 0
particles.each do |p|
p.each_pair do |cmd, val|
next if !val.is_a?(Array) || val.length == 0
max = val.last[0] + val.last[1]
ret = max if ret < max
end
end
return ret
end
def get_keyframe_particle_value(particle, frame, property)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false]
if particle[property]
# NOTE: The commands are already in keyframe order, so we can just run
# through them in order, applying their changes until we reach
# frame.
particle[property].each do |cmd|
break if cmd[0] > frame # Command is in the future; no more is needed
break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet
if cmd[0] + cmd[1] <= frame # Command has finished; use its end value
ret[0] = cmd[2]
next
end
# In a "MoveXYZ" command; need to interpolate
ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
ret[1] = true # Interpolating
break
end
end
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible.
if property == :visible
first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
first_visible_cmd = -1
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
end
ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
(first_visible_cmd < 0 || frame < first_visible_cmd)
end
echoln "here 2: #{ret}"
return ret
end
def get_all_keyframe_particle_values(particle, frame)
ret = {}
GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = get_keyframe_particle_value(particle, frame, prop)
end
return ret
end
# TODO: Generalise this to any property?
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible. They do NOT become
# invisible automatically after their last command.
def get_timeline_particle_visibilities(particle, duration)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(:visible)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
value = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[:visible]
value = true if ["User", "Target"].include?(particle[:name])
ret = []
if particle[:visible]
particle[:visible].each { |cmd| ret[cmd[0]] = cmd[2] }
end
duration.times do |i|
value = ret[i] if !ret[i].nil?
ret[i] = value
end
return ret
end
#-----------------------------------------------------------------------------
# Returns an array indicating where command diamonds and duration lines should
# be drawn in the AnimationParticleList.
def get_particle_commands_timeline(particle)
ret = []
durations = []
particle.each_pair do |prop, val|
next if !val.is_a?(Array)
val.each do |cmd|
ret[cmd[0]] = true
if cmd[1] > 0
ret[cmd[0] + cmd[1]] = true
durations.push([cmd[0], cmd[1]])
end
end
end
return ret, durations
end
# Returns an array, whose indexes are keyframes, where the values in the array
# are commands. A keyframe's value can be one of these:
# 0 - SetXYZ
# [+/- duration, interpolation type] --- MoveXYZ (duration's sign is whether
# it makes the value higher or lower)
def get_particle_property_commands_timeline(commands, property)
return nil if !commands || commands.length == 0
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("No default value for property {1} in PARTICLE_KEYFRAME_DEFAULT_VALUES.", property)
end
ret = []
val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
commands.each do |cmd|
if cmd[1] > 0 # MoveXYZ
dur = cmd[1]
dur *= -1 if cmd[2] < val
# TODO: Support multiple interpolation types here (will be cmd[3]).
ret[cmd[0]] = [dur, cmd[3] || :linear]
ret[cmd[0] + cmd[1]] = 0
else # SetXYZ
ret[cmd[0]] = 0
end
val = cmd[2] # New actual value
end
return ret
end
end