Made New/Copy/Delete buttons in animation selector screen work, split animations compiler into its own compiler

This commit is contained in:
Maruno17
2024-01-02 23:34:59 +00:00
parent 732e09336a
commit 94f0a9c8d0
3 changed files with 193 additions and 24 deletions

View File

@@ -159,6 +159,25 @@ module GameData
DATA[(id_num >= 0) ? id_num : DATA.keys.length] = self.new(hash) DATA[(id_num >= 0) ? id_num : DATA.keys.length] = self.new(hash)
end end
def self.new_hash(anim_type = 0, move = nil)
ret = {}
ret[:type] = (anim_type == 0) ? :move : :common
ret[:move] = (anim_type == 0) ? "STRUGGLE" : "Shiny"
ret[:move] = move if !move.nil?
ret[:version] = 0
ret[:name] = _INTL("New animation")
ret[:no_target] = false
ret[:ignore] = false
ret[:particles] = [
{:name => "User", :focus => :user, :graphic => "USER"},
{:name => "Target", :focus => :target, :graphic => "TARGET"},
{:name => "SE"}
]
ret[:flags] = []
ret[:pbs_path] = "New animation"
return ret
end
def initialize(hash) def initialize(hash)
# NOTE: hash has an :id entry, but it's unused here. # NOTE: hash has an :id entry, but it's unused here.
@type = hash[:type] @type = hash[:type]
@@ -180,6 +199,8 @@ module GameData
ret[:move] = @move ret[:move] = @move
ret[:version] = @version ret[:version] = @version
ret[:name] = @name ret[:name] = @name
ret[:no_target] = @no_target
ret[:ignore] = @ignore
ret[:particles] = [] # Clone the @particles array, which is nested hashes and arrays ret[:particles] = [] # Clone the @particles array, which is nested hashes and arrays
@particles.each do |particle| @particles.each do |particle|
new_p = {} new_p = {}

View File

@@ -202,6 +202,7 @@ end
#=============================================================================== #===============================================================================
# Hook into the regular Compiler to also compile animation PBS files. # Hook into the regular Compiler to also compile animation PBS files.
# This is a separate Compiler that runs after the regular one.
#=============================================================================== #===============================================================================
module Compiler module Compiler
module_function module_function
@@ -215,24 +216,69 @@ module Compiler
end end
class << self class << self
if !method_defined?(:__new_anims__get_all_pbs_files_to_compile) if !method_defined?(:__new_anims_main)
alias_method :__new_anims__get_all_pbs_files_to_compile, :get_all_pbs_files_to_compile alias_method :__new_anims_main, :main
end
if !method_defined?(:__new_anims__compile_pbs_files)
alias_method :__new_anims__compile_pbs_files, :compile_pbs_files
end end
end end
def get_all_pbs_files_to_compile def main
ret = __new_anims__get_all_pbs_files_to_compile __new_anims_main
extra = get_animation_pbs_files_to_compile return if !$DEBUG
ret[:Animation] = [nil, extra] begin
return ret Console.echo_h1(_INTL("Checking new animations data"))
end must_compile = false
data_file = "animations.dat"
def compile_pbs_files text_files = get_animation_pbs_files_to_compile
__new_anims__compile_pbs_files latest_data_time = 0
text_files = get_animation_pbs_files_to_compile latest_text_time = 0
compile_battle_animations(*text_files) # Check data file for its latest modify time
if FileTest.exist?("Data/" + data_file)
begin
File.open("Data/#{data_file}") do |file|
latest_data_time = [latest_data_time, file.mtime.to_i].max
end
rescue SystemCallError
must_compile = true
end
else
must_compile = true if text_files.length > 0
end
# Check PBS files for their latest modify time
text_files.each do |filepath|
begin
File.open(filepath) do |file|
latest_text_time = [latest_text_time, file.mtime.to_i].max
end
rescue SystemCallError
end
end
# Decide to compile if a PBS file was edited more recently than the .dat file
must_compile |= (latest_text_time >= latest_data_time)
# Should recompile if holding Ctrl
Input.update
must_compile = true if $full_compile || Input.press?(Input::CTRL)
# Delete old data file in preparation for recompiling
if must_compile
begin
File.delete("Data/#{data_file}") if FileTest.exist?("Data/#{data_file}")
rescue SystemCallError
end
# Recompile all data
compile_battle_animations(*text_files)
else
Console.echoln_li(_INTL("New animations data were not compiled"))
end
echoln ""
rescue Exception
e = $!
raise e if e.class.to_s == "Reset" || e.is_a?(Reset) || e.is_a?(SystemExit)
pbPrintException(e)
begin
File.delete("Data/#{data_file}") if FileTest.exist?("Data/#{data_file}")
rescue SystemCallError
end
raise Reset.new if e.is_a?(Hangup)
raise "Unknown exception when compiling animations."
end
end end
end end

View File

@@ -2,6 +2,8 @@
# #
#=============================================================================== #===============================================================================
class AnimationEditor::AnimationSelector class AnimationEditor::AnimationSelector
BORDER_THICKNESS = 4
QUIT_BUTTON_WIDTH = 80 QUIT_BUTTON_WIDTH = 80
QUIT_BUTTON_HEIGHT = 30 QUIT_BUTTON_HEIGHT = 30
@@ -25,11 +27,23 @@ class AnimationEditor::AnimationSelector
ACTION_BUTTON_X = ANIMATIONS_LIST_X + ANIMATIONS_LIST_WIDTH + 4 ACTION_BUTTON_X = ANIMATIONS_LIST_X + ANIMATIONS_LIST_WIDTH + 4
ACTION_BUTTON_Y = TYPE_BUTTONS_Y + ((ANIMATIONS_LIST_HEIGHT - (ACTION_BUTTON_HEIGHT * 3)) / 2) + 4 ACTION_BUTTON_Y = TYPE_BUTTONS_Y + ((ANIMATIONS_LIST_HEIGHT - (ACTION_BUTTON_HEIGHT * 3)) / 2) + 4
# Pop-up window
MESSAGE_BOX_WIDTH = AnimationEditor::WINDOW_WIDTH * 3 / 4
MESSAGE_BOX_HEIGHT = 160
MESSAGE_BOX_BUTTON_WIDTH = 150
MESSAGE_BOX_BUTTON_HEIGHT = 32
MESSAGE_BOX_SPACING = 16
def initialize def initialize
generate_lists generate_lists
@viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT) @viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
@viewport.z = 99999 @viewport.z = 99999
@pop_up_viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
@pop_up_viewport.z = @viewport.z + 50
@screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport) @screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport)
@pop_up_bg_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @pop_up_viewport)
@pop_up_bg_bitmap.z = -100
@pop_up_bg_bitmap.visible = false
draw_editor_background draw_editor_background
@animation_type = 0 # 0=move, 1=common @animation_type = 0 # 0=move, 1=common
@quit = false @quit = false
@@ -39,8 +53,10 @@ class AnimationEditor::AnimationSelector
def dispose def dispose
@screen_bitmap.dispose @screen_bitmap.dispose
@pop_up_bg_bitmap.dispose
@components.dispose @components.dispose
@viewport.dispose @viewport.dispose
@pop_up_viewport.dispose
end end
LABEL_OFFSET_X = -4 LABEL_OFFSET_X = -4
@@ -108,6 +124,80 @@ class AnimationEditor::AnimationSelector
#----------------------------------------------------------------------------- #-----------------------------------------------------------------------------
def create_pop_up_window(width, height)
ret = BitmapSprite.new(width + (BORDER_THICKNESS * 2),
height + (BORDER_THICKNESS * 2), @pop_up_viewport)
ret.x = (AnimationEditor::WINDOW_WIDTH - ret.width) / 2
ret.y = (AnimationEditor::WINDOW_HEIGHT - ret.height) / 2
ret.z = -1
ret.bitmap.font.color = Color.black
ret.bitmap.font.size = 18
# Draw pop-up box border
ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height,
BORDER_THICKNESS, Color.white, Color.black)
# Fill pop-up box with white
ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height, Color.white)
return ret
end
#-----------------------------------------------------------------------------
def message(text, *options)
@pop_up_bg_bitmap.visible = true
msg_bitmap = create_pop_up_window(MESSAGE_BOX_WIDTH, MESSAGE_BOX_HEIGHT)
# Draw text
text_size = msg_bitmap.bitmap.text_size(text)
msg_bitmap.bitmap.draw_text(0, (msg_bitmap.height / 2) - MESSAGE_BOX_BUTTON_HEIGHT,
msg_bitmap.width, text_size.height, text, 1)
# Create buttons
buttons = []
options.each_with_index do |option, i|
btn = UIControls::Button.new(MESSAGE_BOX_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, @pop_up_viewport, option[1])
btn.x = msg_bitmap.x + (msg_bitmap.width - (MESSAGE_BOX_BUTTON_WIDTH * options.length)) / 2
btn.x += MESSAGE_BOX_BUTTON_WIDTH * i
btn.y = msg_bitmap.y + msg_bitmap.height - MESSAGE_BOX_BUTTON_HEIGHT - MESSAGE_BOX_SPACING
btn.set_fixed_size
btn.set_interactive_rects
buttons.push([option[0], btn])
end
# Interaction loop
ret = nil
captured = nil
loop do
Graphics.update
Input.update
if captured
captured.update
captured = nil if !captured.busy?
else
buttons.each do |btn|
btn[1].update
captured = btn[1] if btn[1].busy?
end
end
buttons.each do |btn|
next if !btn[1].changed?
ret = btn[0]
break
end
ret = :cancel if Input.trigger?(Input::BACK)
break if ret
buttons.each { |btn| btn[1].repaint }
end
# Dispose and return
buttons.each { |btn| btn[1].dispose }
buttons.clear
msg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
return ret
end
def confirm_message(text)
return message(text, [:yes, _INTL("Yes")], [:no, _INTL("No")]) == :yes
end
#-----------------------------------------------------------------------------
def generate_lists def generate_lists
@move_list = [] @move_list = []
@common_list = [] @common_list = []
@@ -190,11 +280,11 @@ class AnimationEditor::AnimationSelector
@quit = true @quit = true
return # Don't need to refresh the screen return # Don't need to refresh the screen
when :new when :new
# TODO: New animation. Create a new animation hash with some default new_anim = GameData::Animation.new_hash(@animation_type, @components.get_control(:moves_list).value)
# contents, go into the edit screen and immediately open the new_id = GameData::Animation.keys.max + 1
# animation properties pop-up window. Use the first available ID screen = AnimationEditor.new(new_id, new_anim)
# number from GameData::Animation for it. Don't register the screen.run
# animation hash here, though. generate_lists
when :moves when :moves
@animation_type = 0 @animation_type = 0
@components.get_control(:moves_list).selected = -1 @components.get_control(:moves_list).selected = -1
@@ -213,12 +303,24 @@ class AnimationEditor::AnimationSelector
when :copy when :copy
anim_id = selected_animation_id anim_id = selected_animation_id
if anim_id if anim_id
# TODO: Copy animation. Append "(copy)" to its name. new_anim = GameData::Animation.get(anim_id).clone_as_hash
new_anim[:name] += " " + _INTL("(copy)") if !nil_or_empty?(new_anim[:name])
new_id = GameData::Animation.keys.max + 1
screen = AnimationEditor.new(new_id, new_anim)
screen.run
generate_lists
end end
when :delete when :delete
anim_id = selected_animation_id anim_id = selected_animation_id
if anim_id if anim_id && confirm_message(_INTL("Are you sure you want to delete this animation?"))
# TODO: Delete animation. Ask the user if they're sure. pbs_path = GameData::Animation.get(anim_id).pbs_path
GameData::Animation::DATA.delete(anim_id)
if GameData::Animation::DATA.any? { |_key, anim| anim.pbs_path == pbs_path }
Compiler.write_battle_animation_file(pbs_path)
elsif FileTest.exist?("PBS/Animations/" + pbs_path + ".txt")
File.delete("PBS/Animations/" + pbs_path + ".txt")
end
generate_lists
end end
end end
refresh refresh