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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-22 22:36:03 +00:00
Added header variant of Label control, makde DropdownList control
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@@ -118,6 +118,7 @@ class AnimationEditor
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end
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def set_commands_pane_contents
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@commands_pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
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# :frame (related to graphic) - If the graphic is user's sprite/target's
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# sprite, make this instead a choice of front/back/same as the main sprite/
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# opposite of the main sprite. Probably need two controls in the same space
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@@ -149,6 +150,7 @@ class AnimationEditor
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end
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def set_se_pane_contents
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@se_pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
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# TODO: A list containing all SE files that play this keyframe. Lists SE,
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# user cry and target cry.
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@se_pane.add_button(:add, _INTL("Add"))
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@@ -157,6 +159,7 @@ class AnimationEditor
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end
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def set_particle_pane_contents
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@particle_pane.add_header_label(:header, _INTL("Edit particle properties"))
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# TODO: Name should blacklist certain names ("User", "Target", "SE") and
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# should be disabled if the value is one of those.
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@particle_pane.add_labelled_text_box(:name, _INTL("Name"), _INTL("Untitled"))
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@@ -178,7 +181,7 @@ class AnimationEditor
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end
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def set_keyframe_pane_contents
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@keyframe_pane.add_label(:temp, _INTL("Keyframe pane"))
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@keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
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# TODO: Various command-shifting options.
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end
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@@ -267,7 +270,7 @@ class AnimationEditor
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next if !new_vals.include?(ctrl[0])
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ctrl[1].value = new_vals[ctrl[0]] if ctrl[1].respond_to?("value=")
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end
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# TODO: Disable the name and graphic controls for "User"/"Target".
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# TODO: Disable the name, graphic and focus controls for "User"/"Target".
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end
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end
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@@ -131,12 +131,12 @@ class AnimationEditor::AnimationSelector
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Input.update
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update
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# Open editor with animation
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@load_animation_id = 2 # TODO: For quickstart testing purposes.
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# @load_animation_id = 2 # TODO: For quickstart testing purposes.
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if @load_animation_id
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screen = AnimationEditor.new(@load_animation_id, GameData::Animation.get(@load_animation_id).clone_as_hash)
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screen.run
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@load_animation_id = nil
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break # TODO: For quickstart testing purposes.
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# break # TODO: For quickstart testing purposes.
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# Refresh list of animations, in case the edited one changed its type,
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# move, version or name
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generate_list
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@@ -127,6 +127,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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end
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def particle_index
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return -1 if @row_index < 0
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ret = @particle_list[@row_index]
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return (ret.is_a?(Array)) ? ret[0] : ret
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end
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