Anim Editor: added particle frames to canvas, added mouse interactions to canvas

This commit is contained in:
Maruno17
2024-03-31 00:12:51 +00:00
parent 323b62b7d5
commit 76e2b5a4fb
5 changed files with 316 additions and 38 deletions

View File

@@ -37,6 +37,16 @@ class UIControls::ControlsContainer
@viewport.dispose
end
#-----------------------------------------------------------------------------
def visible=(value)
@visible = value
@controls.each { |c| c[1].visible = value }
repaint if @visible
end
#-----------------------------------------------------------------------------
def busy?
return !@captured.nil?
end
@@ -49,12 +59,6 @@ class UIControls::ControlsContainer
@values = nil
end
def visible=(value)
@visible = value
@controls.each { |c| c[1].visible = value }
repaint if @visible
end
def get_control(id)
ret = nil
@controls.each do |c|

View File

@@ -63,6 +63,7 @@ class UIControls::BaseControl < BitmapSprite
def disable
return if disabled?
@disabled = true
@hover_area = nil
invalidate
end

View File

@@ -568,6 +568,7 @@ class AnimationEditor
case component_sym
when :canvas
component.keyframe = keyframe
component.selected_particle = particle_index
when :commands_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
component.controls.each do |ctrl|
@@ -762,8 +763,23 @@ class AnimationEditor
refresh_component(:particle_list)
end
when :canvas
# TODO: Detect and apply changes made in canvas, e.g. moving particle,
# double-clicking to add particle, deleting particle.
case property
when :particle_index
@components[:particle_list].particle_index = value
refresh
when :x, :y
particle = @anim[:particles][particle_index]
prop = property
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
if new_cmds
particle[prop] = new_cmds
else
particle.delete(prop)
end
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh
end
when :play_controls
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.

View File

@@ -9,31 +9,24 @@
# 1100, 1200, 1300... +/-50 = player battlers.
# 2000 +/-50 = player side foreground, foreground focus.
# 9999+ = UI
# TODO: Should the canvas be able to show boxes/faded sprites of particles from
# the previous keyframe? I suppose ideally, but don't worry about it.
# TODO: Show a focus-dependent coloured frame around just the currently selected
# particle. Only show one frame even if the focus involves a target and
# there are multiple targets.
# TODO: Ideally refresh the canvas while editing a particle's property in the
# :commands_pane component (e.g. moving a number slider but not finalising
# it). Refresh a single particle. I don't think any other side pane needs
# to refresh the canvas in the middle of changing a value. The new value
# of a control in the middle of being changed isn't part of the particle's
# data, so it'll need to be input manually somehow.
#===============================================================================
class AnimationEditor::Canvas < Sprite
attr_reader :values
def initialize(viewport, anim, settings)
super(viewport)
@anim = anim
@settings = settings
@keyframe = 0
@user_coords = []
@target_coords = []
@playing = false # TODO: What should this affect? Is it needed?
@anim = anim
@settings = settings
@keyframe = 0
@selected_particle = -2
@captured = nil
@user_coords = []
@target_coords = []
@playing = false # TODO: What should this affect? Is it needed?
initialize_background
initialize_battlers
initialize_particle_sprites
initialize_particle_frames
refresh
end
@@ -59,11 +52,29 @@ class AnimationEditor::Canvas < Sprite
@particle_sprites = []
end
def initialize_particle_frames
# Frame for selected particle
@sel_frame_bitmap = Bitmap.new(64, 64)
@sel_frame_bitmap.outline_rect(0, 0, @sel_frame_bitmap.width, @sel_frame_bitmap.height, Color.new(0, 0, 0, 64))
@sel_frame_bitmap.outline_rect(2, 2, @sel_frame_bitmap.width - 4, @sel_frame_bitmap.height - 4, Color.new(0, 0, 0, 64))
@sel_frame_sprite = Sprite.new(viewport)
@sel_frame_sprite.bitmap = @sel_frame_bitmap
@sel_frame_sprite.z = 99999
@sel_frame_sprite.ox = @sel_frame_bitmap.width / 2
@sel_frame_sprite.oy = @sel_frame_bitmap.height / 2
# Frame for other particles
@frame_bitmap = Bitmap.new(64, 64)
@frame_bitmap.outline_rect(1, 1, @frame_bitmap.width - 2, @frame_bitmap.height - 2, Color.new(0, 0, 0, 64))
@frame_sprites = []
end
def dispose
@user_bitmap_front&.dispose
@user_bitmap_back&.dispose
@target_bitmap_front&.dispose
@target_bitmap_back&.dispose
@sel_frame_bitmap&.dispose
@frame_bitmap&.dispose
@player_base.dispose
@foe_base.dispose
@message_bar_sprite.dispose
@@ -77,6 +88,15 @@ class AnimationEditor::Canvas < Sprite
end
end
@particle_sprites.clear
@frame_sprites.each do |s|
if s.is_a?(Array)
s.each { |s2| s2.dispose if s2 && !s2.disposed? }
else
s.dispose if s && !s.disposed?
end
end
@frame_sprites.clear
@sel_frame_sprite&.dispose
super
end
@@ -110,8 +130,20 @@ class AnimationEditor::Canvas < Sprite
return ret
end
def first_target_index
return target_indices.compact[0]
end
def position_empty?(index)
return user_index != index && !target_indices.include?(index)
return false if !@anim[:no_user] && user_index == index
return false if !@anim[:no_target] && target_indices.include?(index)
return true
end
def selected_particle=(val)
return if @selected_particle == val
@selected_particle = val
refresh_particle_frame
end
def keyframe=(val)
@@ -120,14 +152,28 @@ class AnimationEditor::Canvas < Sprite
refresh
end
def mouse_pos
mouse_coords = Mouse.getMousePos
return nil, nil if !mouse_coords
ret_x = mouse_coords[0] - self.viewport.rect.x - self.x
ret_y = mouse_coords[1] - self.viewport.rect.y - self.y
return nil, nil if ret_x < 0 || ret_x >= self.viewport.rect.width ||
ret_y < 0 || ret_y >= self.viewport.rect.height
return ret_x, ret_y
end
#-----------------------------------------------------------------------------
def busy?
return false
return !@captured.nil?
end
def changed?
return false
return !@values.nil?
end
def clear_changed
@values = nil
end
#-----------------------------------------------------------------------------
@@ -165,25 +211,45 @@ class AnimationEditor::Canvas < Sprite
@message_bar_sprite.y = Settings::SCREEN_HEIGHT - @message_bar_sprite.height
end
# TODO: def refresh_box_display which checks @settings for whether boxes
# should be drawn around sprites.
def create_frame_sprite(index, sub_index = -1)
if sub_index >= 0
return if @frame_sprites[index] && @frame_sprites[index][sub_index] && !@frame_sprites[index][sub_index].disposed?
else
return if @frame_sprites[index] && !@frame_sprites[index].disposed?
end
sprite = Sprite.new(viewport)
sprite.bitmap = @frame_bitmap
sprite.z = 99998
sprite.ox = @frame_bitmap.width / 2
sprite.oy = @frame_bitmap.height / 2
if sub_index >= 0
@frame_sprites[index] ||= []
@frame_sprites[index][sub_index] = sprite
else
@frame_sprites[index] = sprite
end
end
# TODO: Create shadow sprites?
def ensure_battler_sprites
if !@side_size0 || @side_size0 != side_size(0)
@battler_sprites.each_with_index { |s, i| s.dispose if i.even? && s && !s.disposed? }
idx_user = @anim[:particles].index { |particle| particle[:name] == "User" }
@side_size0 = side_size(0)
@side_size0.times do |i|
next if position_empty?(i * 2)
@battler_sprites[i * 2] = Sprite.new(self.viewport)
create_frame_sprite(idx_user)
end
end
if !@side_size1 || @side_size1 != side_size(1)
@battler_sprites.each_with_index { |s, i| s.dispose if i.odd? && s && !s.disposed? }
idx_target = @anim[:particles].index { |particle| particle[:name] == "Target" }
@side_size1 = side_size(1)
@side_size1.times do |i|
next if position_empty?((i * 2) + 1)
@battler_sprites[(i * 2) + 1] = Sprite.new(self.viewport)
create_frame_sprite(idx_target, (i * 2) + 1)
end
end
end
@@ -236,6 +302,7 @@ class AnimationEditor::Canvas < Sprite
@particle_sprites[index] = []
end
@particle_sprites[index][target_idx] = Sprite.new(self.viewport)
create_frame_sprite(index, target_idx)
else
if @particle_sprites[index].is_a?(Array)
@particle_sprites[index].each { |s| s.dispose if s && !s.disposed? }
@@ -244,13 +311,14 @@ class AnimationEditor::Canvas < Sprite
return if @particle_sprites[index] && !@particle_sprites[index].disposed?
end
@particle_sprites[index] = Sprite.new(self.viewport)
create_frame_sprite(index)
end
end
def refresh_sprite(index, target_idx = -1)
def get_sprite_and_frame(index, target_idx = -1)
spr = nil
frame = nil
particle = @anim[:particles][index]
return if !particle
# Get sprite
case particle[:name]
when "SE"
return
@@ -258,18 +326,32 @@ class AnimationEditor::Canvas < Sprite
spr = @battler_sprites[user_index]
raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
particle[:name], user_index) if !spr
idx_user = @anim[:particles].index { |particle| particle[:name] == "User" }
frame = @frame_sprites[idx_user]
when "Target"
spr = @battler_sprites[target_idx]
raise _INTL("Sprite for particle {1} not found somehow (battler index {2}).",
particle[:name], target_idx) if !spr
idx_target = @anim[:particles].index { |particle| particle[:name] == "Target" }
frame = @frame_sprites[idx_target][target_idx]
else
create_particle_sprite(index, target_idx)
if target_idx >= 0
spr = @particle_sprites[index][target_idx]
frame = @frame_sprites[index][target_idx]
else
spr = @particle_sprites[index]
frame = @frame_sprites[index]
end
end
return spr, frame
end
def refresh_sprite(index, target_idx = -1)
particle = @anim[:particles][index]
return if !particle || particle[:name] == "SE"
# Get sprite
spr, frame = get_sprite_and_frame(index, target_idx)
# Calculate all values of particle at the current keyframe
values = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(particle, @keyframe)
values.each_pair do |property, val|
@@ -277,6 +359,7 @@ class AnimationEditor::Canvas < Sprite
end
# Set visibility
spr.visible = values[:visible]
frame.visible = spr.visible
return if !spr.visible
# Set opacity
spr.opacity = values[:opacity]
@@ -408,12 +491,28 @@ class AnimationEditor::Canvas < Sprite
# Set color and tone
spr.color.set(values[:color_red], values[:color_green], values[:color_blue], values[:color_alpha])
spr.tone.set(values[:tone_red], values[:tone_green], values[:tone_blue], values[:tone_gray])
# Position frame over spr
frame.x = spr.x
frame.y = spr.y
case @anim[:particles][index][:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
frame.y -= spr.bitmap.height / 2
end
end
def refresh_particle(index)
target_indices.each { |target_idx| refresh_sprite(index, target_idx) }
end
def refresh_particle_frame
return if @selected_particle < 0 || @selected_particle >= @anim[:particles].length - 1
focus = @anim[:particles][@selected_particle][:focus]
frame_color = AnimationEditor::ParticleList::CONTROL_BG_COLORS[focus] || Color.magenta
@sel_frame_bitmap.outline_rect(1, 1, @sel_frame_bitmap.width - 2, @sel_frame_bitmap.height - 2, frame_color)
update_selected_particle_frame
end
def refresh
refresh_bg_graphics
ensure_battler_sprites
@@ -434,14 +533,169 @@ class AnimationEditor::Canvas < Sprite
refresh_sprite(i) if particle[:name] != "SE"
end
end
refresh_particle_frame # Intentionally after refreshing particles
end
#-----------------------------------------------------------------------------
# TODO: def update_input. Includes def pbSpriteHitTest equivalent.
def mouse_in_sprite?(sprite, mouse_x, mouse_y)
return false if mouse_x < sprite.x - sprite.ox
return false if mouse_x >= sprite.x - sprite.ox + sprite.width
return false if mouse_y < sprite.y - sprite.oy
return false if mouse_y >= sprite.y - sprite.oy + sprite.height
return true
end
def on_mouse_press
mouse_x, mouse_y = mouse_pos
return if !mouse_x || !mouse_y
# Check if mouse is over particle frame
if @sel_frame_sprite.visible &&
mouse_x >= @sel_frame_sprite.x - @sel_frame_sprite.ox &&
mouse_x < @sel_frame_sprite.x - @sel_frame_sprite.ox + @sel_frame_sprite.width &&
mouse_y >= @sel_frame_sprite.y - @sel_frame_sprite.oy &&
mouse_y < @sel_frame_sprite.y - @sel_frame_sprite.oy + @sel_frame_sprite.height
@captured = [@sel_frame_sprite.x, @sel_frame_sprite.y,
@sel_frame_sprite.x - mouse_x, @sel_frame_sprite.y - mouse_y]
return
end
# Find closest particle to mouse
nearest_index = -1
nearest_distance = -1
@frame_sprites.each_with_index do |sprite, index|
sprites = (sprite.is_a?(Array)) ? sprite : [sprite]
sprites.each do |spr|
next if !spr || !spr.visible
next if !mouse_in_sprite?(spr, mouse_x, mouse_y)
dist = (spr.x - mouse_x) ** 2 + (spr.y - mouse_y) ** 2
next if nearest_distance >= 0 && nearest_distance < dist
nearest_index = index
nearest_distance = dist
end
end
return if nearest_index < 0
@values = { :particle_index => nearest_index }
end
def on_mouse_release
@captured = nil
end
def update_input
if Input.trigger?(Input::MOUSELEFT)
on_mouse_press
elsif busy? && Input.release?(Input::MOUSELEFT)
on_mouse_release
end
end
def update_particle_moved
return if !busy?
mouse_x, mouse_y = mouse_pos
return if !mouse_x || !mouse_y
new_canvas_x = mouse_x + @captured[2]
new_canvas_y = mouse_y + @captured[3]
return if @captured[0] == new_canvas_x && @captured[1] == new_canvas_y
particle = @anim[:particles][@selected_particle]
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
sprite, frame = get_sprite_and_frame(@selected_particle, first_target_index)
else
sprite, frame = get_sprite_and_frame(@selected_particle)
end
# Check if moved horizontally
if @captured[0] != new_canvas_x
new_canvas_pos = mouse_x + @captured[2]
new_pos = new_canvas_x
case particle[:focus]
when :foreground, :midground, :background
when :user
new_pos -= @user_coords[0]
when :target
new_pos -= @target_coords[first_target_index][0]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[first_target_index]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
new_pos -= user_pos[0]
new_pos *= distance[0]
new_pos /= target_pos[0] - user_pos[0]
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
new_pos -= base_coords[0]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(first_target_index)
new_pos -= base_coords[0]
end
@values ||= {}
@values[:x] = new_pos
@captured[0] = new_canvas_x
sprite.x = new_canvas_x
end
# Check if moved vertically
if @captured[1] != new_canvas_y
new_pos = new_canvas_y
case particle[:focus]
when :foreground, :midground, :background
when :user
new_pos -= @user_coords[1]
when :target
new_pos -= @target_coords[first_target_index][1]
when :user_and_target
user_pos = @user_coords
target_pos = @target_coords[first_target_index]
distance = GameData::Animation::USER_AND_TARGET_SEPARATION
new_pos -= user_pos[1]
new_pos *= distance[1]
new_pos /= target_pos[1] - user_pos[1]
when :user_side_foreground, :user_side_background
base_coords = Battle::Scene.pbBattlerPosition(user_index)
new_pos -= base_coords[1]
when :target_side_foreground, :target_side_background
base_coords = Battle::Scene.pbBattlerPosition(first_target_index)
new_pos -= base_coords[1]
end
@values ||= {}
@values[:y] = new_pos
@captured[1] = new_canvas_y
sprite.y = new_canvas_y
end
end
def update_selected_particle_frame
if @selected_particle < 0 || @selected_particle >= @anim[:particles].length - 1
@sel_frame_sprite.visible = false
return
end
case @anim[:particles][@selected_particle][:name]
when "User"
target = @battler_sprites[user_index]
raise _INTL("Sprite for particle \"{1}\" not found somehow.",
@anim[:particles][@selected_particle][:name]) if !target
when "Target"
target = @battler_sprites[target_indices[0]]
raise _INTL("Sprite for particle \"{1}\" not found somehow.",
@anim[:particles][@selected_particle][:name]) if !target
else
target = @particle_sprites[@selected_particle]
target = target[target_indices[0]] if target&.is_a?(Array)
end
if !target || !target.visible
@sel_frame_sprite.visible = false
return
end
@sel_frame_sprite.visible = true
@sel_frame_sprite.x = target.x
@sel_frame_sprite.y = target.y
case @anim[:particles][@selected_particle][:graphic]
when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
@sel_frame_sprite.y -= target.bitmap.height / 2
end
end
def update
# TODO: Update input (mouse clicks, dragging particles).
# TODO: Keyboard shortcuts?
update_input
update_particle_moved
update_selected_particle_frame
end
end

View File

@@ -204,12 +204,15 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
old_index = @row_index
@row_index = @particle_list.index { |row| (row.is_a?(Array) && row[0] == val) ||
(!row.is_a?(Array) && row == val) }
invalidate if @row_index != old_index
return if @row_index == old_index
invalidate
scroll_to_row(@row_index)
end
def keyframe=(val)
return if @keyframe == val
@keyframe = val
scroll_to_keyframe(@keyframe)
invalidate
end