Added header variant of Label control, makde DropdownList control

This commit is contained in:
Maruno17
2023-11-04 23:12:25 +00:00
parent 64890f3c9e
commit ab2d2c1356
12 changed files with 209 additions and 10 deletions

View File

@@ -77,6 +77,12 @@ class UIControls::ControlsContainer
add_control(id, UIControls::Label.new(*control_size(has_label), @viewport, label), has_label)
end
def add_header_label(id, label)
ctrl = UIControls::Label.new(*control_size, @viewport, label)
ctrl.header = true
add_control(id, ctrl)
end
def add_checkbox(id, value, has_label = false)
add_control(id, UIControls::Checkbox.new(*control_size(has_label), @viewport, value), has_label)
end

View File

@@ -46,6 +46,16 @@ class UIControls::BaseControl < BitmapSprite
@interactions = {}
end
def mouse_in_control?
return false if !@interactions || @interactions.empty?
mouse_x, mouse_y = mouse_pos
return false if !mouse_x || !mouse_y
@interactions.each_pair do |area, rect|
return true if rect.contains?(mouse_x, mouse_y)
end
return false
end
#-----------------------------------------------------------------------------
def invalid?

View File

@@ -10,6 +10,7 @@ class UIControls::Label < UIControls::BaseControl
def initialize(width, height, viewport, label)
super(width, height, viewport)
@label = label
@header = false
end
def label=(value)
@@ -17,8 +18,19 @@ class UIControls::Label < UIControls::BaseControl
refresh
end
def header=(val)
@header = val
refresh
end
def refresh
super
draw_text(self.bitmap, 4, TEXT_OFFSET_Y, @label)
if @header
draw_text_centered(self.bitmap, 0, TEXT_OFFSET_Y, width, @label)
text_size = self.bitmap.text_size(@label)
self.bitmap.fill_rect((width - text_size.width) / 2, TEXT_OFFSET_Y + text_size.height, text_size.width, 1, TEXT_COLOR)
else
draw_text(self.bitmap, 4, TEXT_OFFSET_Y, @label)
end
end
end

View File

@@ -4,6 +4,8 @@
# decide which characters are selected. Maybe? Note that this method
# is only triggered upon the initial mouse press, and isn't repeated
# while it's still held down.
# TODO: Add a blacklist array. Can't type in any values in this array. Disable
# this control if @value is in this array.
#===============================================================================
class UIControls::TextBox < UIControls::BaseControl
TEXT_BOX_X = 2

View File

@@ -66,7 +66,7 @@ class UIControls::Button < UIControls::BaseControl
# Change this control's value
if @captured_area == :button
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y && @interactions[@captured_area].contains?(mouse_x, mouse_y)
if mouse_x && mouse_y && @interactions[@captured_area].contains?(mouse_x, mouse_y)
set_changed
end
end

View File

@@ -43,6 +43,11 @@ class UIControls::List < UIControls::BaseControl
@scrollbar.y = new_val + LIST_Y
end
def z=(new_val)
super(new_val)
@scrollbar.z = new_val + 1
end
# Each value in @values is an array: [id, text].
def values=(new_vals)
@values = new_vals
@@ -77,7 +82,18 @@ class UIControls::List < UIControls::BaseControl
# Returns the ID of the selected row.
def value
return nil if @selected < 0
return @values[@selected][0]
if @values.is_a?(Array)
return (@values[@selected].is_a?(Array)) ? @values[@selected][0] : @selected
elsif @values.is_a?(Hash)
return @values.keys[@selected]
end
return nil
end
def mouse_in_control?
return true if super
return true if @scrollbar.mouse_in_control?
return false
end
def set_interactive_rects
@@ -202,6 +218,17 @@ class UIControls::List < UIControls::BaseControl
# Set the selected row to the row the mouse is over, if clicked on
if @captured_area
@selected = @hover_area if @hover_area.is_a?(Integer)
elsif @hover_area
wheel_v = Input.scroll_v
if wheel_v > 0 # Scroll up
@scrollbar.slider_top -= UIControls::Scrollbar::SCROLL_DISTANCE
elsif wheel_v < 0 # Scroll down
@scrollbar.slider_top += UIControls::Scrollbar::SCROLL_DISTANCE
end
if wheel_v != 0
self.top_row = (@scrollbar.position.to_f / ROW_HEIGHT).round
update_hover_highlight
end
end
end
end

View File

@@ -1,9 +1,147 @@
#===============================================================================
# TODO
#
#===============================================================================
class UIControls::DropdownList < UIControls::BaseControl
TEXT_BOX_X = 2
TEXT_BOX_WIDTH = 172
TEXT_BOX_HEIGHT = 24
TEXT_BOX_PADDING = 4 # Gap between sides of text box and text
TEXT_OFFSET_Y = 5
MAX_LIST_ROWS = 8
def initialize(width, height, viewport, options, value)
# NOTE: options is a hash: keys are symbols, values are display names.
super(width, height, viewport)
@options = options
@value = value
@toggling_dropdown_list = false
end
def dispose
remove_dropdown_menu
super
end
def value=(new_value)
return if @value == new_value
@value = new_value
invalidate
end
def set_interactive_rects
@button_rect = Rect.new(TEXT_BOX_X, (height - TEXT_BOX_HEIGHT) / 2,
[TEXT_BOX_WIDTH, width].min, TEXT_BOX_HEIGHT)
@interactions = {
:button => @button_rect
}
end
#-----------------------------------------------------------------------------
def busy?
return true if @dropdown_menu || @toggling_dropdown_list
return super
end
#-----------------------------------------------------------------------------
def make_dropdown_menu
menu_height = UIControls::List::ROW_HEIGHT * [@options.length, MAX_LIST_ROWS].min
# Draw menu's background
@dropdown_menu_bg = BitmapSprite.new(@button_rect.width, menu_height + 4, self.viewport)
@dropdown_menu_bg.x = self.x + @button_rect.x
@dropdown_menu_bg.y = self.y + @button_rect.y + @button_rect.height
@dropdown_menu_bg.z = self.z + 1
@dropdown_menu_bg.bitmap.outline_rect(0, 0, @dropdown_menu_bg.width, @dropdown_menu_bg.height, Color.black)
@dropdown_menu_bg.bitmap.fill_rect(1, 1, @dropdown_menu_bg.width - 2, @dropdown_menu_bg.height - 2, Color.white)
# Create menu
@dropdown_menu = UIControls::List.new(@button_rect.width - 4, menu_height, self.viewport, @options)
@dropdown_menu.x = @dropdown_menu_bg.x + 2
@dropdown_menu.y = @dropdown_menu_bg.y + 2
@dropdown_menu.z = self.z + 2
@dropdown_menu.set_interactive_rects
@dropdown_menu.repaint
end
def remove_dropdown_menu
@dropdown_menu_bg&.dispose
@dropdown_menu_bg = nil
@dropdown_menu&.dispose
@dropdown_menu = nil
@captured_area = nil
end
#-----------------------------------------------------------------------------
def draw_area_highlight
return if @captured_area == :button
super
end
def refresh
@dropdown_menu&.refresh
super
# Draw button outline
self.bitmap.outline_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
Color.black)
# Draw value
draw_text(self.bitmap, @button_rect.x + TEXT_BOX_PADDING, TEXT_OFFSET_Y, @options[@value] || "???")
# Draw down arrow
arrow_area_x = @button_rect.x + @button_rect.width - @button_rect.height + 1
arrow_area_width = @button_rect.height - 2
self.bitmap.fill_rect(arrow_area_x, @button_rect.y + 1, arrow_area_width, arrow_area_width,
(@hover_area && @captured_area != :button) ? HOVER_COLOR : Color.white)
6.times do |i|
self.bitmap.fill_rect(arrow_area_x + (arrow_area_width / 2) - 5 + i,
@button_rect.y + (arrow_area_width / 2) - 1 + i,
11 - (2 * i), 1, Color.black)
end
end
#-----------------------------------------------------------------------------
def on_mouse_press
if @dropdown_menu
if !@dropdown_menu.mouse_in_control?
remove_dropdown_menu
@toggling_dropdown_list = true
end
else
@captured_area = nil
super
if @captured_area == :button
make_dropdown_menu
@toggling_dropdown_list = true
end
end
end
def on_mouse_release
return if !@captured_area && !@dropdown_menu && !@toggling_dropdown_list
if @toggling_dropdown_list
@toggling_dropdown_list = false
return
end
if @dropdown_menu
if @dropdown_menu.changed?
new_val = @dropdown_menu.value
if new_val && new_val != @value
@value = new_val
set_changed
end
remove_dropdown_menu
super # Make this control not busy again
elsif !@dropdown_menu.mouse_in_control?
remove_dropdown_menu
super # Make this control not busy again
end
end
end
def update
@dropdown_menu&.update
@dropdown_menu&.repaint
super
end
end

View File

@@ -34,6 +34,8 @@ module GameData
# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
# animations start playing).
"Flags" => [:flags, "*s"],
# TODO: If this is changed to be more than just a string, edit the
# compiler's current_particle definition accordingly.
"Particle" => [:particles, "s"] # Is a subheader line like <text>
}
# For individual particles. Any property whose schema begins with "^" can

View File

@@ -41,8 +41,6 @@ module Compiler
# New subsection [particle_name]
value = get_csv_record($~[1], schema["Particle"])
current_particle = {
# TODO: If "Particle" is changed to be more than just a single
# string, add more properties accordingly.
:name => value
}
data_hash[schema["Particle"][0]].push(current_particle)

View File

@@ -118,6 +118,7 @@ class AnimationEditor
end
def set_commands_pane_contents
@commands_pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
# :frame (related to graphic) - If the graphic is user's sprite/target's
# sprite, make this instead a choice of front/back/same as the main sprite/
# opposite of the main sprite. Probably need two controls in the same space
@@ -149,6 +150,7 @@ class AnimationEditor
end
def set_se_pane_contents
@se_pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
# TODO: A list containing all SE files that play this keyframe. Lists SE,
# user cry and target cry.
@se_pane.add_button(:add, _INTL("Add"))
@@ -157,6 +159,7 @@ class AnimationEditor
end
def set_particle_pane_contents
@particle_pane.add_header_label(:header, _INTL("Edit particle properties"))
# TODO: Name should blacklist certain names ("User", "Target", "SE") and
# should be disabled if the value is one of those.
@particle_pane.add_labelled_text_box(:name, _INTL("Name"), _INTL("Untitled"))
@@ -178,7 +181,7 @@ class AnimationEditor
end
def set_keyframe_pane_contents
@keyframe_pane.add_label(:temp, _INTL("Keyframe pane"))
@keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
# TODO: Various command-shifting options.
end
@@ -267,7 +270,7 @@ class AnimationEditor
next if !new_vals.include?(ctrl[0])
ctrl[1].value = new_vals[ctrl[0]] if ctrl[1].respond_to?("value=")
end
# TODO: Disable the name and graphic controls for "User"/"Target".
# TODO: Disable the name, graphic and focus controls for "User"/"Target".
end
end

View File

@@ -131,12 +131,12 @@ class AnimationEditor::AnimationSelector
Input.update
update
# Open editor with animation
@load_animation_id = 2 # TODO: For quickstart testing purposes.
# @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
@load_animation_id = nil
break # TODO: For quickstart testing purposes.
# break # TODO: For quickstart testing purposes.
# Refresh list of animations, in case the edited one changed its type,
# move, version or name
generate_list

View File

@@ -127,6 +127,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
end
def particle_index
return -1 if @row_index < 0
ret = @particle_list[@row_index]
return (ret.is_a?(Array)) ? ret[0] : ret
end