Anim Editor: added color and tone side pane

This commit is contained in:
Maruno17
2024-03-25 16:44:43 +00:00
parent 054d7820e4
commit 8a218ca834
3 changed files with 220 additions and 122 deletions

View File

@@ -11,7 +11,7 @@ class UIControls::ControlsContainer
attr_reader :viewport
LINE_SPACING = 28
OFFSET_FROM_LABEL_X = 90
OFFSET_FROM_LABEL_X = 100
OFFSET_FROM_LABEL_Y = 0
def initialize(x, y, width, height, right_margin = 0)
@@ -199,6 +199,15 @@ class UIControls::ControlsContainer
return @width, LINE_SPACING
end
def next_control_position(add_offset = false)
row_x = 0
row_x += @label_offset_x if add_offset
row_y = @row_count * LINE_SPACING
row_y += @label_offset_y - LINE_SPACING if add_offset
row_y += @pixel_offset
return row_x, row_y
end
def add_control_at(id, control, x, y)
control.x = x
control.y = y
@@ -209,13 +218,14 @@ class UIControls::ControlsContainer
def add_control(id, control, add_offset = false, rows = 1)
i = @controls.length
row_x = 0
row_y = (add_offset ? @row_count - 1 : @row_count) * LINE_SPACING
ctrl_x = row_x + (add_offset ? @label_offset_x : 0)
ctrl_x, ctrl_y = next_control_position(add_offset)
ctrl_x += 4 if control.is_a?(UIControls::List)
ctrl_y = row_y + (add_offset ? @label_offset_y : 0) + @pixel_offset
add_control_at(id, control, ctrl_x, ctrl_y)
@row_count += rows if !add_offset
increment_row_count(rows) if !add_offset
@pixel_offset -= (LINE_SPACING - UIControls::List::ROW_HEIGHT) * (rows - 1) if control.is_a?(UIControls::List)
end
def increment_row_count(count)
@row_count += count
end
end

View File

@@ -149,9 +149,9 @@ module GameData
:angle => 0,
:visible => false,
:opacity => 255,
:color_red => 255,
:color_green => 255,
:color_blue => 255,
:color_red => 0,
:color_green => 0,
:color_blue => 0,
:color_alpha => 0,
:tone_red => 0,
:tone_green => 0,
@@ -174,8 +174,16 @@ module GameData
:zoom_y => _INTL("Zoom Y"),
:angle => _INTL("Angle"),
:visible => _INTL("Visible"),
:opacity => _INTL("Opacity")
}[property] || property.capitalize
:opacity => _INTL("Opacity"),
:color_red => _INTL("Color Red"),
:color_green => _INTL("Color Green"),
:color_blue => _INTL("Color Blue"),
:color_alpha => _INTL("Color Alpha"),
:tone_red => _INTL("Tone Red"),
:tone_green => _INTL("Tone Green"),
:tone_blue => _INTL("Tone Blue"),
:tone_gray => _INTL("Tone Gray")
}[property] || property.to_s.capitalize
end
def self.property_can_interpolate?(property)

View File

@@ -3,8 +3,8 @@
#===============================================================================
class AnimationEditor
BORDER_THICKNESS = 4
WINDOW_WIDTH = Settings::SCREEN_WIDTH + 328 + (BORDER_THICKNESS * 4)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + 320 + (BORDER_THICKNESS * 4)
WINDOW_WIDTH = Settings::SCREEN_WIDTH + 352 + (BORDER_THICKNESS * 4)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + 352 + (BORDER_THICKNESS * 4)
# Components
MENU_BAR_WIDTH = WINDOW_WIDTH
@@ -85,44 +85,64 @@ class AnimationEditor
DELETABLE_COMMAND_PANE_PROPERTIES = [
:x, :y, :z, :frame, :visible, :opacity, :zoom_x, :zoom_y, :angle, :flip, :blending
]
DELETABLE_COLOR_TONE_PANE_PROPERTIES = [
:color_red, :color_green, :color_blue, :color_alpha,
:tone_red, :tone_green, :tone_blue, :tone_gray
]
#-----------------------------------------------------------------------------
def initialize(anim_id, anim)
load_settings
@anim_id = anim_id
@anim = anim
@pbs_path = anim[:pbs_path]
@property_pane = :commands_pane
@quit = false
# Viewports
initialize_viewports
initialize_bitmaps
initialize_components
@captured = nil
set_components_contents
refresh
end
def initialize_viewports
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@canvas_viewport = Viewport.new(CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT)
@canvas_viewport.z = @viewport.z
@pop_up_viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@pop_up_viewport.z = @viewport.z + 50
# Background sprite
end
def initialize_bitmaps
# Background for main editor
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@screen_bitmap.z = -100
# Background in which to draw the outline of the SE list box in the SE side pane
@se_list_box_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@se_list_box_bitmap.z = -90
@se_list_box_bitmap.visible = false
# Semi-transparent black overlay to dim the screen while a pop-up window is open
@pop_up_bg_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @pop_up_viewport)
@pop_up_bg_bitmap.z = -100
@pop_up_bg_bitmap.visible = false
# Draw in these bitmaps
draw_editor_background
end
def initialize_components
@components = {}
# Menu bar
@components[:menu_bar] = AnimationEditor::MenuBar.new(0, 0, MENU_BAR_WIDTH, MENU_BAR_HEIGHT, @viewport)
# Canvas
@components[:canvas] = AnimationEditor::Canvas.new(@canvas_viewport, @anim, @settings)
# Side panes
[:commands_pane, :se_pane, :particle_pane, :keyframe_pane].each do |pane|
[:commands_pane, :color_tone_pane, :se_pane, :particle_pane, :keyframe_pane].each do |pane|
@components[pane] = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT,
(pane == :commands_pane) ? SIDE_PANE_DELETE_MARGIN : 0)
([:commands_pane, :color_tone_pane].include?(pane)) ? SIDE_PANE_DELETE_MARGIN : 0)
end
# TODO: Make a side pane for colour/tone editor (accessed from
# @components[:commands_pane] via a button; has Apply/Cancel buttons
# to retain/undo all its changes, although changes are made normally
# while in it and canvas is updated accordingly.
# Timeline/particle list
@components[:particle_list] = AnimationEditor::ParticleList.new(
PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
@@ -148,9 +168,6 @@ class AnimationEditor
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
set_components_contents
refresh
end
def dispose
@@ -164,6 +181,8 @@ class AnimationEditor
@pop_up_viewport.dispose
end
#-----------------------------------------------------------------------------
def keyframe
return @components[:particle_list].keyframe
end
@@ -198,6 +217,8 @@ class AnimationEditor
return ret
end
#-----------------------------------------------------------------------------
def set_menu_bar_contents
@components[:menu_bar].add_button(:quit, _INTL("Quit"))
@components[:menu_bar].add_button(:save, _INTL("Save"))
@@ -207,35 +228,24 @@ class AnimationEditor
def set_canvas_contents
end
def set_commands_pane_contents
commands_pane = @components[:commands_pane]
commands_pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
commands_pane.add_labelled_number_text_box(:x, _INTL("X"), -999, 999, 0)
commands_pane.add_labelled_number_text_box(:y, _INTL("Y"), -999, 999, 0)
commands_pane.add_labelled_number_slider(:z, _INTL("Priority"), -50, 50, 0)
# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
# a choice of front/back/same as the main sprite/opposite of the main
# sprite. Will need two controls in the same space, which is doable.
# Will also need to change the graphic chooser to only have "user"/
# "target" options rather than all the variants that this control
# would manage.
commands_pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
commands_pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
commands_pane.add_labelled_number_text_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100)
commands_pane.add_labelled_number_text_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100)
commands_pane.add_labelled_number_text_box(:angle, _INTL("Angle"), -1080, 1080, 0)
commands_pane.add_labelled_checkbox(:flip, _INTL("Flip"), false)
commands_pane.add_labelled_dropdown_list(:blending, _INTL("Blending"), {
0 => _INTL("None"),
1 => _INTL("Additive"),
2 => _INTL("Subtractive")
}, 0)
commands_pane.add_labelled_button(:color_tone, _INTL("Color/Tone"), _INTL("Edit"))
# commands_pane.add_labelled_button(:masking, _INTL("Masking"), _INTL("Edit"))
# TODO: Add buttons that shift all commands from the current keyframe and
# later forwards/backwards in time?
# Add all "delete" buttons
def add_side_pane_tab_buttons(component, pane)
next_pos_x, next_pos_y = pane.next_control_position
# TODO: Add masking tab and properties.
[
[:commands_pane, :general_tab, _INTL("General")],
[:color_tone_pane, :color_tone_tab, _INTL("Color/Tone")],
# [:masking_pane, :masking_tab, _INTL("Masking")]
].each_with_index do |tab, i|
btn = UIControls::Button.new(100, 28, pane.viewport, tab[2])
btn.set_fixed_size
btn.disable if tab[0] == component
pane.add_control_at(tab[1], btn, next_pos_x, next_pos_y)
next_pos_x += btn.width
end
pane.increment_row_count(1)
end
def generate_delete_property_button_bitmaps
delete_bitmap = Bitmap.new(16, 16)
delete_disabled_bitmap = Bitmap.new(16, 16)
14.times do |i|
@@ -249,49 +259,106 @@ class AnimationEditor
delete_disabled_bitmap.fill_rect([i - 1, 1].max, i + 1, wid, 1, Color.new(160, 160, 160))
delete_disabled_bitmap.fill_rect([i - 1, 1].max, 14 - i, wid, 1, Color.new(160, 160, 160))
end
return delete_bitmap, delete_disabled_bitmap
end
def set_commands_pane_contents
pane = @components[:commands_pane]
pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
# Tab buttons
add_side_pane_tab_buttons(:commands_pane, pane)
# Properties
pane.add_labelled_number_text_box(:x, _INTL("X"), -999, 999, 0)
pane.add_labelled_number_text_box(:y, _INTL("Y"), -999, 999, 0)
pane.add_labelled_number_slider(:z, _INTL("Priority"), -50, 50, 0)
# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
# a choice of front/back/same as the main sprite/opposite of the main
# sprite. Will need two controls in the same space, which is doable.
# Will also need to change the graphic chooser to only have "user"/
# "target" options rather than all the variants that this control
# would manage.
pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
pane.add_labelled_number_text_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100)
pane.add_labelled_number_text_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100)
pane.add_labelled_number_text_box(:angle, _INTL("Angle"), -1080, 1080, 0)
pane.add_labelled_checkbox(:flip, _INTL("Flip"), false)
pane.add_labelled_dropdown_list(:blending, _INTL("Blending"), {
0 => _INTL("None"),
1 => _INTL("Additive"),
2 => _INTL("Subtractive")
}, 0)
# TODO: Add buttons that shift all commands from the current keyframe and
# later forwards/backwards in time?
# Add all "delete" buttons
delete_bitmap, delete_disabled_bitmap = generate_delete_property_button_bitmaps
DELETABLE_COMMAND_PANE_PROPERTIES.each do |property|
parent = commands_pane.get_control(property)
parent = pane.get_control(property)
btn = UIControls::BitmapButton.new(parent.x + parent.width + 6, parent.y + 2,
commands_pane.viewport, delete_bitmap, delete_disabled_bitmap)
pane.viewport, delete_bitmap, delete_disabled_bitmap)
btn.set_interactive_rects
commands_pane.controls.push([(property.to_s + "_delete").to_sym, btn])
pane.controls.push([(property.to_s + "_delete").to_sym, btn])
end
end
def set_color_tone_pane_contents
pane = @components[:color_tone_pane]
pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
# Tab buttons
add_side_pane_tab_buttons(:color_tone_pane, pane)
# Properties
pane.add_labelled_number_slider(:color_red, _INTL("Color Red"), 0, 255, 0)
pane.add_labelled_number_slider(:color_green, _INTL("Color Green"), 0, 255, 0)
pane.add_labelled_number_slider(:color_blue, _INTL("Color Blue"), 0, 255, 0)
pane.add_labelled_number_slider(:color_alpha, _INTL("Color Alpha"), 0, 255, 0)
pane.add_labelled_number_slider(:tone_red, _INTL("Tone Red"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_green, _INTL("Tone Green"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_blue, _INTL("Tone Blue"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_gray, _INTL("Tone Gray"), 0, 255, 0)
# Add all "delete" buttons
delete_bitmap, delete_disabled_bitmap = generate_delete_property_button_bitmaps
DELETABLE_COLOR_TONE_PANE_PROPERTIES.each do |property|
parent = pane.get_control(property)
btn = UIControls::BitmapButton.new(parent.x + parent.width + 6, parent.y + 2,
pane.viewport, delete_bitmap, delete_disabled_bitmap)
btn.set_interactive_rects
pane.controls.push([(property.to_s + "_delete").to_sym, btn])
end
end
def set_se_pane_contents
se_pane = @components[:se_pane]
se_pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
size = se_pane.control_size
pane = @components[:se_pane]
pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
size = pane.control_size
size[0] -= 10
size[1] = UIControls::List::ROW_HEIGHT * 5 # 5 rows
list = UIControls::List.new(*size, se_pane.viewport, [])
se_pane.add_control_at(:list, list, 5, 30)
list = UIControls::List.new(*size, pane.viewport, [])
pane.add_control_at(:list, list, 5, 30)
button_height = UIControls::ControlsContainer::LINE_SPACING
add = UIControls::Button.new(101, button_height, se_pane.viewport, _INTL("Add"))
add = UIControls::Button.new(101, button_height, pane.viewport, _INTL("Add"))
add.set_fixed_size
se_pane.add_control_at(:add, add, 1, 154)
edit = UIControls::Button.new(100, button_height, se_pane.viewport, _INTL("Edit"))
pane.add_control_at(:add, add, 1, 154)
edit = UIControls::Button.new(100, button_height, pane.viewport, _INTL("Edit"))
edit.set_fixed_size
se_pane.add_control_at(:edit, edit, 102, 154)
delete = UIControls::Button.new(101, button_height, se_pane.viewport, _INTL("Delete"))
pane.add_control_at(:edit, edit, 102, 154)
delete = UIControls::Button.new(101, button_height, pane.viewport, _INTL("Delete"))
delete.set_fixed_size
se_pane.add_control_at(:delete, delete, 202, 154)
pane.add_control_at(:delete, delete, 202, 154)
end
def set_particle_pane_contents
particle_pane = @components[:particle_pane]
particle_pane.add_header_label(:header, _INTL("Edit particle properties"))
particle_pane.add_labelled_text_box(:name, _INTL("Name"), "")
particle_pane.get_control(:name).set_blacklist("User", "Target", "SE")
particle_pane.add_labelled_label(:graphic_name, _INTL("Graphic"), "")
particle_pane.add_labelled_button(:graphic, "", _INTL("Change"))
particle_pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {}, :undefined)
pane = @components[:particle_pane]
pane.add_header_label(:header, _INTL("Edit particle properties"))
pane.add_labelled_text_box(:name, _INTL("Name"), "")
pane.get_control(:name).set_blacklist("User", "Target", "SE")
pane.add_labelled_label(:graphic_name, _INTL("Graphic"), "")
pane.add_labelled_button(:graphic, "", _INTL("Change"))
pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {}, :undefined)
# FlipIfFoe
# RotateIfFoe
# Duplicate button
particle_pane.add_button(:duplicate, _INTL("Duplicate this particle"))
# Delete button (if not "User"/"Target"/"SE")
particle_pane.add_button(:delete, _INTL("Delete this particle"))
pane.add_button(:duplicate, _INTL("Duplicate this particle"))
pane.add_button(:delete, _INTL("Delete this particle"))
# Shift all command timings by X keyframes (text box and button)
# Move particle up/down the list?
end
@@ -307,6 +374,7 @@ class AnimationEditor
def set_side_panes_contents
set_commands_pane_contents
set_color_tone_pane_contents
set_se_pane_contents
set_particle_pane_contents
set_keyframe_pane_contents
@@ -323,32 +391,22 @@ class AnimationEditor
def set_animation_properties_contents
anim_properties = @components[:animation_properties]
anim_properties.add_header_label(:header, _INTL("Animation properties"))
# Create "usable in battle" control
anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
# Create animation type control
anim_properties.add_labelled_dropdown_list(:type, _INTL("Animation type"), {
:move => _INTL("Move"),
:common => _INTL("Common")
}, :move)
# Create "opp" variant
anim_properties.add_labelled_checkbox(:opp_variant, _INTL("User is opposing?"), false)
# Create move control
anim_properties.add_labelled_text_box_dropdown_list(:move, "", [], "")
move_ctrl = anim_properties.get_control(:move)
move_ctrl.max_rows = 16
# Create version control
anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
# Create animation name control
anim_properties.add_labelled_text_box(:name, _INTL("Name"), "")
# Create filepath controls
# TODO: Have two TextBoxes, one for folder and one for filename?
anim_properties.add_labelled_text_box(:pbs_path, _INTL("PBS filepath"), "")
# Create "involves a user" control
anim_properties.add_labelled_checkbox(:has_user, _INTL("Involves a user?"), true)
# Create "involves a target" control
anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
# Create flags control
# TODO: List, TextBox and some Buttons to add/delete.
# TODO: Flags control. Includes a List, TextBox and some add/delete Buttons.
anim_properties.add_button(:close, _INTL("Close"))
anim_properties.visible = false
end
@@ -429,7 +487,7 @@ class AnimationEditor
# NOTE: These sprite names are also used in Pokemon.play_cry and so should
# be a species ID (being a string is fine).
:user_sprite_name => "ARCANINE",
:target_sprite_name => "ABOMASNOW"
:target_sprite_name => "CHARIZARD"
}
end
@@ -473,10 +531,11 @@ class AnimationEditor
component = @components[component_sym]
# Panes are all mutually exclusive
case component_sym
when :commands_pane
when :commands_pane, :color_tone_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@anim[:particles][particle_index][:name] != "SE")
@anim[:particles][particle_index][:name] != "SE") &&
@property_pane == component_sym
when :se_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@@ -544,6 +603,22 @@ class AnimationEditor
component.get_control((property.to_s + "_delete").to_sym).disable
end
end
when :color_tone_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
component.controls.each do |ctrl|
next if !new_vals.include?(ctrl[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[1].
end
# Enable/disable property delete buttons
DELETABLE_COLOR_TONE_PANE_PROPERTIES.each do |property|
if AnimationEditor::ParticleDataHelper.has_command_at?(@anim[:particles][particle_index], property, keyframe)
component.get_control((property.to_s + "_delete").to_sym).enable
else
component.get_control((property.to_s + "_delete").to_sym).disable
end
end
when :se_pane
se_particle = @anim[:particles].select { |p| p[:name] == "SE" }[0]
kyfrm = keyframe
@@ -692,11 +767,16 @@ class AnimationEditor
when :play_controls
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
when :commands_pane
when :commands_pane, :color_tone_pane
case property
when :color_tone # Button
# TODO: Open the colour/tone side pane.
echoln "Color/Tone button clicked"
when :general_tab
@property_pane = :commands_pane
refresh_component(component_sym)
refresh_component(@property_pane)
when :color_tone_tab
@property_pane = :color_tone_pane
refresh_component(component_sym)
refresh_component(@property_pane)
else
particle = @anim[:particles][particle_index]
prop = property
@@ -713,13 +793,13 @@ class AnimationEditor
end
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(:commands_pane)
refresh_component(component_sym)
refresh_component(:canvas)
end
when :se_pane
case property
when :list # List
refresh_component(:se_pane)
refresh_component(component_sym)
when :add # Button
new_file, new_volume, new_pitch = choose_audio_file("", 100, 100)
if new_file != ""
@@ -727,11 +807,11 @@ class AnimationEditor
AnimationEditor::ParticleDataHelper.add_se_command(particle, keyframe, new_file, new_volume, new_pitch)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(:se_pane)
refresh_component(component_sym)
end
when :edit # Button
particle = @anim[:particles][particle_index]
list = @components[:se_pane].get_control(:list)
list = @components[component_sym].get_control(:list)
old_file = list.value
old_volume, old_pitch = AnimationEditor::ParticleDataHelper.get_se_values_from_filename_and_frame(particle, keyframe, old_file)
if old_file
@@ -741,18 +821,18 @@ class AnimationEditor
AnimationEditor::ParticleDataHelper.add_se_command(particle, keyframe, new_file, new_volume, new_pitch)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(:se_pane)
refresh_component(component_sym)
end
end
when :delete # Button
particle = @anim[:particles][particle_index]
list = @components[:se_pane].get_control(:list)
list = @components[component_sym].get_control(:list)
old_file = list.value
if old_file
AnimationEditor::ParticleDataHelper.delete_se_command(particle, keyframe, old_file)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(:se_pane)
refresh_component(component_sym)
end
end
when :particle_pane
@@ -762,7 +842,7 @@ class AnimationEditor
new_file = choose_graphic_file(@anim[:particles][p_index][:graphic])
if @anim[:particles][p_index][:graphic] != new_file
@anim[:particles][p_index][:graphic] = new_file
refresh_component(:particle_pane)
refresh_component(component_sym)
refresh_component(:canvas)
end
when :duplicate
@@ -781,7 +861,7 @@ class AnimationEditor
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.set_property(particle, property, value)
@components[:particle_list].change_particle(particle_index)
refresh_component(:particle_pane)
refresh_component(component_sym)
refresh_component(:canvas)
end
when :keyframe_pane
@@ -837,15 +917,15 @@ class AnimationEditor
# panes)? Probably.
case property
when :type, :opp_variant
type = @components[:animation_properties].get_control(:type).value
opp = @components[:animation_properties].get_control(:opp_variant).value
type = @components[component_sym].get_control(:type).value
opp = @components[component_sym].get_control(:opp_variant).value
case type
when :move
@anim[:type] = (opp) ? :opp_move : :move
when :common
@anim[:type] = (opp) ? :opp_common : :common
end
refresh_component(:animation_properties)
refresh_component(component_sym)
refresh_component(:canvas)
when :pbs_path
txt = value.gsub!(/\.txt$/, "")