Add menu bar to Animation Editor, some refactoring

This commit is contained in:
Maruno17
2023-11-19 22:13:47 +00:00
parent ab2d2c1356
commit b54a96f23f
8 changed files with 421 additions and 293 deletions

View File

@@ -1,7 +1,6 @@
#===============================================================================
# Controls are arranged in a list in self's bitmap. Each control is given a
# "self's bitmap's width" x LINE_SPACING area of self's bitmap to draw itself
# in.
# Controls are arranged in a list in self's bitmap. Each control is given an
# area of size "self's bitmap's width" x LINE_SPACING to draw itself in.
# TODO: The act of "capturing" a control makes other controls in this container
# not update themselves, i.e. they won't colour themselves with a hover
# highlight if the mouse happens to move over it while another control is
@@ -143,6 +142,8 @@ class UIControls::ControlsContainer
@controls.each { |ctrl| ctrl[1].repaint }
end
def refresh; end
#-----------------------------------------------------------------------------
def update
@@ -187,6 +188,7 @@ class UIControls::ControlsContainer
def add_control(id, control, add_offset = false)
i = @controls.length
control_y = (add_offset ? @row_count - 1 : @row_count) * LINE_SPACING
# TODO: I don't think I need @control_rects.
@control_rects[i] = Rect.new(0, control_y, control.width, control.height)
control.x = @control_rects[i].x + (add_offset ? OFFSET_FROM_LABEL_X : 0)
control.y = @control_rects[i].y + (add_offset ? OFFSET_FROM_LABEL_Y : 0)

View File

@@ -29,6 +29,13 @@ class UIControls::Button < UIControls::BaseControl
}
end
# TODO: This won't change the button's size. This is probably okay.
def set_text(val)
return if @text == val
@text = val
invalidate
end
def set_changed
@value = true
super

View File

@@ -13,7 +13,8 @@ class Bitmap
end
end
# TODO: Add more curve types once it's decided which ones they are.
# TODO: Add more curve types once it's decided which ones they are. See
# INTERPOLATION_TYPES.
def draw_interpolation_line(x, y, width, height, gradient, type, color)
case type
when :linear

View File

@@ -1,14 +1,11 @@
# TODO: Should I split this code into visual and mechanical classes, a la the
# other UI screens?
#===============================================================================
# TODO: Need a way to recognise when text is being input into something
# (Input.text_input) and disable all keyboard shortcuts if so. If only
# this class has keyboard shortcuts in it, then it should be okay already.
# TODO: When creating a new particle, blacklist the names "User", "Target" and
# "SE". Make particles with those names undeletable.
# TODO: Remove the particle named "Target" if the animation's focus is changed
# to one that doesn't include a target, and vice versa. Do the same for
# "User".
# "User"(?).
# TODO: Things that need pop-up windows (draws a semi-transparent grey over the
# whole screen behind the window):
# - graphic picker
@@ -25,13 +22,15 @@ class AnimationEditor
WINDOW_WIDTH = Settings::SCREEN_WIDTH + (32 * 10)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + (32 * 10)
TOP_BAR_HEIGHT = 30
BORDER_THICKNESS = 4
CANVAS_X = BORDER_THICKNESS
CANVAS_Y = TOP_BAR_HEIGHT + BORDER_THICKNESS
CANVAS_WIDTH = Settings::SCREEN_WIDTH
CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
MENU_BAR_WIDTH = WINDOW_WIDTH
MENU_BAR_HEIGHT = 30
CANVAS_X = BORDER_THICKNESS
CANVAS_Y = MENU_BAR_HEIGHT + BORDER_THICKNESS
CANVAS_WIDTH = Settings::SCREEN_WIDTH
CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
PLAY_CONTROLS_X = CANVAS_X
PLAY_CONTROLS_Y = CANVAS_Y + CANVAS_HEIGHT + (BORDER_THICKNESS * 2)
@@ -48,9 +47,19 @@ class AnimationEditor
PARTICLE_LIST_WIDTH = WINDOW_WIDTH - (BORDER_THICKNESS * 2)
PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS
MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
MESSAGE_BOX_HEIGHT = 160
MESSAGE_BOX_X = (WINDOW_WIDTH - MESSAGE_BOX_WIDTH) / 2
MESSAGE_BOX_Y = (WINDOW_HEIGHT - MESSAGE_BOX_HEIGHT) / 2
MESSAGE_BOX_BUTTON_WIDTH = 150
MESSAGE_BOX_BUTTON_HEIGHT = 32
MESSAGE_BOX_SPACING = 16
def initialize(anim_id, anim)
@anim_id = anim_id
@anim = anim
@pbs_path = anim[:pbs_path]
@quit = false
# Viewports
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@@ -58,31 +67,35 @@ class AnimationEditor
@canvas_viewport.z = @viewport.z
# Background sprite
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@screen_bitmap.z = -1
draw_editor_background
@components = {}
# Menu bar
@components[:menu_bar] = AnimationEditor::MenuBar.new(0, 0, MENU_BAR_WIDTH, MENU_BAR_HEIGHT, @viewport)
# Canvas
@canvas = AnimationEditor::Canvas.new(@canvas_viewport)
@components[:canvas] = AnimationEditor::Canvas.new(@canvas_viewport)
# Play controls
@play_controls = AnimationEditor::PlayControls.new(
@components[:play_controls] = AnimationEditor::PlayControls.new(
PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, @viewport
)
# Side panes
@commands_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@se_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@particle_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
@keyframe_pane = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
[:commands_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)
end
# TODO: Make more side panes for:
# - colour/tone editor (accessed from @commands_pane via a
# button; has Apply/Cancel buttons to only apply all its values at
# - colour/tone editor (accessed from @components[:commands_pane] via
# a button; has Apply/Cancel buttons to only apply all its values at
# the end of editing them, although canvas will be updated in real
# time to show the changes)
# - effects particle properties (depends on keyframe; for screen
# shake, etc.)
# Timeline/particle list
@particle_list = AnimationEditor::ParticleList.new(
@components[:particle_list] = AnimationEditor::ParticleList.new(
PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
)
@particle_list.set_interactive_rects
@components[:particle_list].set_interactive_rects
@captured = nil
set_menu_bar_contents
set_canvas_contents
set_side_panes_contents
set_particle_list_contents
@@ -92,81 +105,109 @@ class AnimationEditor
def dispose
@screen_bitmap.dispose
@canvas.dispose
@commands_pane.dispose
@se_pane.dispose
@particle_pane.dispose
@keyframe_pane.dispose
@play_controls.dispose
@particle_list.dispose
@components.each_value { |c| c.dispose }
@components.clear
@viewport.dispose
@canvas_viewport.dispose
end
def keyframe
return @particle_list.keyframe
return @components[:particle_list].keyframe
end
def particle_index
return @particle_list.particle_index
return @components[:particle_list].particle_index
end
#-----------------------------------------------------------------------------
# Returns the animation's name for display in the menu bar and elsewhere.
def get_animation_display_name
ret = ""
case @anim[:type]
when :move then ret += _INTL("[Move]")
when :opp_move then ret += _INTL("[Foe Move]")
when :common then ret += _INTL("[Common]")
when :opp_common then ret += _INTL("[Foe Common]")
else
raise _INTL("Unknown animation type.")
end
case @anim[:type]
when :move, :opp_move
move_data = GameData::Move.try_get(@anim[:move])
move_name = (move_data) ? move_data.name : @anim[:move]
ret += " " + move_name
when :common, :opp_common
ret += " " + @anim[:move]
end
ret += " (" + @anim[:version].to_s + ")" if @anim[:version] > 0
ret += " - " + @anim[:name] if @anim[:name]
return ret
end
def set_menu_bar_contents
@components[:menu_bar].add_button(:quit, _INTL("Quit"))
@components[:menu_bar].add_button(:save, _INTL("Save"))
@components[:menu_bar].add_name_button(:name, get_animation_display_name)
end
def set_canvas_contents
@canvas.bg_name = "indoor1"
@components[:canvas].bg_name = "indoor1"
end
def set_commands_pane_contents
@commands_pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
commands_pane = @components[:commands_pane]
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
# and refresh_commands_pane makes the appropriate one visible.
@commands_pane.add_labelled_number_text_box(:x, _INTL("X"), -128, CANVAS_WIDTH + 128, 64)
@commands_pane.add_labelled_number_text_box(:y, _INTL("Y"), -128, CANVAS_HEIGHT + 128, 96)
@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"), {
# and refresh_component(:commands_pane) makes the appropriate one visible.
commands_pane.add_labelled_number_text_box(:x, _INTL("X"), -128, CANVAS_WIDTH + 128, 64)
commands_pane.add_labelled_number_text_box(:y, _INTL("Y"), -128, CANVAS_HEIGHT + 128, 96)
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_dropdown_list(:priority, _INTL("Priority"), { # TODO: Include sub-priority.
commands_pane.add_labelled_button(:color_tone, _INTL("Color/Tone"), _INTL("Edit"))
# commands_pane.add_labelled_dropdown_list(:priority, _INTL("Priority"), { # TODO: Include sub-priority.
# :behind_all => _INTL("Behind all"),
# :behind_user => _INTL("Behind user"),
# :above_user => _INTL("In front of user"),
# :above_all => _INTL("In front of everything")
# }, :above_user)
# :sub_priority
# @commands_pane.add_labelled_button(:masking, _INTL("Masking"), _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?
end
def set_se_pane_contents
@se_pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
se_pane = @components[:se_pane]
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"))
@se_pane.add_button(:edit, _INTL("Edit"))
@se_pane.add_button(:delete, _INTL("Delete"))
se_pane.add_button(:add, _INTL("Add"))
se_pane.add_button(:edit, _INTL("Edit"))
se_pane.add_button(:delete, _INTL("Delete"))
end
def set_particle_pane_contents
@particle_pane.add_header_label(:header, _INTL("Edit particle properties"))
particle_pane = @components[:particle_pane]
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"))
particle_pane.add_labelled_text_box(:name, _INTL("Name"), _INTL("Untitled"))
# TODO: Graphic should show the graphic's name alongside a "Change" button.
# New kind of control that is a label plus a button?
@particle_pane.add_labelled_button(:graphic, _INTL("Graphic"), _INTL("Change"))
@particle_pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {
particle_pane.add_labelled_button(:graphic, _INTL("Graphic"), _INTL("Change"))
particle_pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {
:user => _INTL("User"),
:target => _INTL("Target"),
:user_and_target => _INTL("User and target"),
@@ -181,7 +222,8 @@ class AnimationEditor
end
def set_keyframe_pane_contents
@keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
keyframe_pane = @components[:keyframe_pane]
keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
# TODO: Various command-shifting options.
end
@@ -193,80 +235,151 @@ class AnimationEditor
end
def set_particle_list_contents
@particle_list.set_particles(@anim[:particles])
@components[:particle_list].set_particles(@anim[:particles])
end
def set_play_controls_contents
@play_controls.duration = @particle_list.duration
@components[:play_controls].duration = @components[:particle_list].duration
end
#-----------------------------------------------------------------------------
def message(text, *options)
msg_viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
msg_viewport.z = @viewport.z + 50
msg_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, msg_viewport)
msg_bitmap.bitmap.font.color = Color.black
msg_bitmap.bitmap.font.size = 18
# Draw gray background
msg_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.new(0, 0, 0, 128))
# Draw message box border
BORDER_THICKNESS.times do |i|
col = (i.even?) ? Color.white : Color.black
msg_bitmap.bitmap.outline_rect(MESSAGE_BOX_X - i - 1, MESSAGE_BOX_Y - i - 1,
MESSAGE_BOX_WIDTH + (i * 2) + 2, MESSAGE_BOX_HEIGHT + (i * 2) + 2, col)
end
# Fill message box with white
msg_bitmap.bitmap.fill_rect(MESSAGE_BOX_X, MESSAGE_BOX_Y, MESSAGE_BOX_WIDTH, MESSAGE_BOX_HEIGHT, Color.white)
# Draw text
text_size = msg_bitmap.bitmap.text_size(text)
msg_bitmap.bitmap.draw_text(MESSAGE_BOX_X, (WINDOW_HEIGHT / 2) - MESSAGE_BOX_BUTTON_HEIGHT,
MESSAGE_BOX_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, msg_viewport, option[1])
btn.x = (WINDOW_WIDTH - (options.length * MESSAGE_BOX_BUTTON_WIDTH)) / 2 + (i * MESSAGE_BOX_BUTTON_WIDTH)
btn.y = MESSAGE_BOX_Y + MESSAGE_BOX_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
msg_viewport.dispose
return ret
end
def confirm_message(text)
return message(text, [:yes, _INTL("Yes")], [:no, _INTL("No")]) == :yes
end
#-----------------------------------------------------------------------------
def save
GameData::Animation.register(@anim, @anim_id)
Compiler.write_battle_animation_file(@anim[:pbs_path])
if @anim[:pbs_path] != @pbs_path
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
@pbs_path = @anim[:pbs_path]
end
end
#-----------------------------------------------------------------------------
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.black)
# Fill the top bar with white
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, TOP_BAR_HEIGHT, Color.white)
# Outline around canvas
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 3, CANVAS_Y - 3, CANVAS_WIDTH + 6, CANVAS_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 2, CANVAS_Y - 2, CANVAS_WIDTH + 4, CANVAS_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 1, CANVAS_Y - 1, CANVAS_WIDTH + 2, CANVAS_HEIGHT + 2, Color.white)
# Outline around side pane
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 3, SIDE_PANE_Y - 3, SIDE_PANE_WIDTH + 6, SIDE_PANE_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 2, SIDE_PANE_Y - 2, SIDE_PANE_WIDTH + 4, SIDE_PANE_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 1, SIDE_PANE_Y - 1, SIDE_PANE_WIDTH + 2, SIDE_PANE_HEIGHT + 2, Color.white)
# Fill the side pane with white
@screen_bitmap.bitmap.fill_rect(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT, Color.white)
# Outline around play controls
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 3, PLAY_CONTROLS_Y - 3, PLAY_CONTROLS_WIDTH + 6, PLAY_CONTROLS_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 2, PLAY_CONTROLS_Y - 2, PLAY_CONTROLS_WIDTH + 4, PLAY_CONTROLS_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(PLAY_CONTROLS_X - 1, PLAY_CONTROLS_Y - 1, PLAY_CONTROLS_WIDTH + 2, PLAY_CONTROLS_HEIGHT + 2, Color.white)
# Fill the play controls with white
@screen_bitmap.bitmap.fill_rect(PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, Color.white)
# Outline around timeline/particle list
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 3, PARTICLE_LIST_Y - 3, PARTICLE_LIST_WIDTH + 6, PARTICLE_LIST_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 2, PARTICLE_LIST_Y - 2, PARTICLE_LIST_WIDTH + 4, PARTICLE_LIST_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(PARTICLE_LIST_X - 1, PARTICLE_LIST_Y - 1, PARTICLE_LIST_WIDTH + 2, PARTICLE_LIST_HEIGHT + 2, Color.white)
draw_big_outline = lambda do |bitmap, x, y, width, height|
BORDER_THICKNESS.times do |i|
col = (i.even?) ? Color.white : Color.black
bitmap.outline_rect(x - i - 1, y - i - 1, width + (i * 2) + 2, height + (i * 2) + 2, col)
end
end
# Fill the whole screen with white
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.white)
# Outline around elements
draw_big_outline.call(@screen_bitmap.bitmap, CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT)
draw_big_outline.call(@screen_bitmap.bitmap, PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT)
draw_big_outline.call(@screen_bitmap.bitmap, SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
draw_big_outline.call(@screen_bitmap.bitmap, PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT)
end
def refresh_canvas
def refresh_component_visibility(component_sym)
component = @components[component_sym]
# Panes are all mutually exclusive
case component_sym
when :commands_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@anim[:particles][particle_index][:name] != "SE")
when :se_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@anim[:particles][particle_index][:name] == "SE")
when :particle_pane
component.visible = (keyframe < 0 && particle_index >= 0)
when :keyframe_pane
component.visible = (keyframe >= 0 && particle_index < 0)
end
end
def refresh_commands_pane
if keyframe < 0 || particle_index < 0 || !@anim[:particles][particle_index] ||
@anim[:particles][particle_index][:name] == "SE"
@commands_pane.visible = false
else
@commands_pane.visible = true
def refresh_component_values(component_sym)
component = @components[component_sym]
case component_sym
when :commands_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
# TODO: Need to do something special for :color, :tone and :frame which
# all have button controls.
@commands_pane.controls.each do |ctrl|
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
end
end
def refresh_se_pane
if keyframe < 0 || particle_index < 0 || !@anim[:particles][particle_index] ||
@anim[:particles][particle_index][:name] != "SE"
@se_pane.visible = false
else
@se_pane.visible = true
when :se_pane
# TODO: Set list of SEs, activate/deactivate buttons accordingly.
end
end
def refresh_particle_pane
if keyframe >= 0 || particle_index < 0
@particle_pane.visible = false
else
@particle_pane.visible = true
when :particle_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_particle_values(@anim[:particles][particle_index])
@particle_pane.controls.each do |ctrl|
component.controls.each do |ctrl|
next if !new_vals.include?(ctrl[0])
ctrl[1].value = new_vals[ctrl[0]] if ctrl[1].respond_to?("value=")
end
@@ -274,179 +387,109 @@ class AnimationEditor
end
end
def refresh_keyframe_pane
if keyframe < 0 || particle_index >= 0
@keyframe_pane.visible = false
else
@keyframe_pane.visible = true
end
end
def refresh_particle_list
@particle_list.refresh
end
def refresh_play_controls
@play_controls.refresh
def refresh_component(component_sym)
refresh_component_visibility(component_sym)
return if !@components[component_sym].visible
refresh_component_values(component_sym)
@components[component_sym].refresh
end
def refresh
# Set canvas display
refresh_canvas
# Set all side pane controls to values from animation
refresh_commands_pane
refresh_se_pane
refresh_particle_pane
refresh_keyframe_pane
# Set particle list's contents
refresh_particle_list
# Set play controls' information
refresh_play_controls
@components.each_key { |sym| refresh_component(sym) }
end
#-----------------------------------------------------------------------------
def update_canvas
@canvas.update
# TODO: Detect and apply changes made in canvas, e.g. moving particle,
# double-clicking to add particle, deleting particle.
end
def update_commands_pane
return if !@commands_pane.visible
@commands_pane.update
if @commands_pane.busy?
@captured = [@commands_pane, :update_commands_pane]
end
if @commands_pane.changed?
# TODO: Make undo/redo snapshot.
values = @commands_pane.values
values.each_pair do |property, value|
case property
when :color_tone # Button
# TODO: Open the colour/tone side pane.
# TODO: Every component that contains a button, etc. should respond to
# "values", which returns the changed elements.
def apply_changed_value(component_sym, property, value)
case component_sym
when :menu_bar
case property
when :quit
@quit = true
when :save
save
when :name
# TODO: Open the animation properties pop-up window.
echoln "animation name clicked"
end
when :canvas
# TODO: Detect and apply changes made in canvas, e.g. moving particle,
# double-clicking to add particle, deleting particle.
when :commands_pane
case property
when :color_tone # Button
# TODO: Open the colour/tone side pane.
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
if new_cmds
particle[property] = new_cmds
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
if new_cmds
particle[property] = new_cmds
else
particle.delete(property)
end
@particle_list.change_particle_commands(particle_index)
@play_controls.duration = @particle_list.duration
refresh_commands_pane
particle.delete(property)
end
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(:commands_pane)
end
@commands_pane.clear_changed
end
end
def update_se_pane
return if !@se_pane.visible
@se_pane.update
if @se_pane.busy?
@captured = [@se_pane, :update_se_pane]
end
# TODO: Enable the "Edit" and "Delete" controls only if an SE is selected.
if @se_pane.changed?
# TODO: Make undo/redo snapshot.
values = @se_pane.values
values.each_pair do |property, value|
case property
when :add # Button
when :edit # Button
when :delete # Button
else
particle = @anim[:particles][particle_index]
end
when :se_pane
# TODO: Enable the "Edit" and "Delete" controls only if an SE is selected.
case property
when :add # Button
when :edit # Button
when :delete # Button
else
# particle = @anim[:particles][particle_index]
end
@se_pane.clear_changed
end
end
def update_particle_pane
return if !@particle_pane.visible
@particle_pane.update
if @particle_pane.busy?
@captured = [@particle_pane, :update_particle_pane]
end
if @particle_pane.changed?
# TODO: Make undo/redo snapshot.
values = @particle_pane.values
values.each_pair do |property, value|
case property
when :graphic # Button
# TODO: Open the graphic chooser pop-up window.
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.set_property(particle, property, value)
@particle_list.change_particle(particle_index)
refresh_particle_pane
end
when :particle_pane
case property
when :graphic # Button
# TODO: Open the graphic chooser pop-up window.
else
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)
end
@particle_pane.clear_changed
end
end
def update_keyframe_pane
return if !@keyframe_pane.visible
@keyframe_pane.update
if @keyframe_pane.busy?
@captured = [@keyframe_pane, :update_keyframe_pane]
end
if @keyframe_pane.changed?
# TODO: Make undo/redo snapshot.
values = @keyframe_pane.values
values.each_pair do |property, value|
# TODO: Stuff here once I decide what controls to add.
end
@keyframe_pane.clear_changed
end
end
def update_particle_list
old_keyframe = keyframe
old_particle_index = particle_index
@particle_list.update
if @particle_list.busy?
@captured = [@particle_list, :update_particle_list]
end
if @particle_list.changed?
refresh if keyframe != old_keyframe || particle_index != old_particle_index
when :keyframe_pane
# TODO: Stuff here once I decide what controls to add.
when :particle_list
# refresh if keyframe != old_keyframe || particle_index != old_particle_index
# TODO: Lots of stuff here.
@particle_list.clear_changed
when :play_controls
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
end
@particle_list.repaint
end
def update_play_controls
@play_controls.update
@play_controls.repaint
if @play_controls.busy?
@captured = [@play_controls, :update_play_controls]
end
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
if @play_controls.changed?
@play_controls.clear_changed
end
@play_controls.repaint
end
def update
if @captured
self.send(@captured[1])
@captured = nil if !@captured[0].busy?
return
old_keyframe = keyframe
old_particle_index = particle_index
@components.each_pair do |sym, component|
next if @captured && @captured != sym
next if !component.visible
component.update
@captured = sym if component.busy?
if component.changed?
if sym == :particle_list
refresh if keyframe != old_keyframe || particle_index != old_particle_index
end
if component.respond_to?("values")
# TODO: Make undo/redo snapshot.
values = component.values
values.each_pair do |property, value|
apply_changed_value(sym, property, value)
end
end
component.clear_changed
end
component.repaint if sym == :particle_list || sym == :menu_bar
if @captured
@captured = nil if !component.busy?
break
end
end
update_canvas
update_commands_pane
update_se_pane
update_particle_pane
update_keyframe_pane
update_particle_list
update_play_controls
end
#-----------------------------------------------------------------------------
@@ -454,16 +497,22 @@ class AnimationEditor
def run
Input.text_input = false
loop do
# TODO: Do we need to check for Input.text_input? I think just checking
# @captured != nil will suffice.
inputting_text = Input.text_input
Graphics.update
Input.update
update
if !inputting_text
if Input.trigger?(Input::BACK)
# TODO: Ask to save/discard changes.
# TODO: When saving, add animation to GameData and rewrite animation's
# parent PBS file (which could include multiple animations).
break
if !inputting_text && @captured.nil?
if @quit || Input.trigger?(Input::BACK)
case message(_INTL("Do you want to save changes to the animation?"),
[:yes, _INTL("Yes")], [:no, _INTL("No")], [:cancel, _INTL("Cancel")])
when :yes
save
when :cancel
@quit = false
end
break if @quit
end
end
end

View File

@@ -87,14 +87,14 @@ class AnimationEditor::AnimationSelector
# to? Animation's name, move's name (if there is one), what else?
# TODO: Filter dropdown list to pick a move type? Other filter options?
# "Load animation" button
@load_button = UIControls::Button.new(LOAD_BUTTON_WIDTH, LOAD_BUTTON_HEIGHT, @viewport, "Load animation")
@load_button = UIControls::Button.new(LOAD_BUTTON_WIDTH, LOAD_BUTTON_HEIGHT, @viewport, _INTL("Load animation"))
@load_button.x = LOAD_BUTTON_X
@load_button.y = LOAD_BUTTON_Y
@load_button.set_fixed_size
@load_button.set_interactive_rects
@controls[:load] = @load_button
# TODO: "New animation" button, "Delete animation" button, "Duplicate
# animation" button.
# animation" button, "Quit" button.
repaint
end

View File

@@ -40,4 +40,22 @@ class AnimationEditor::Canvas < Sprite
@message_bar_sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", @bg_name + "_message")
@message_bar_sprite.y = Settings::SCREEN_HEIGHT - @message_bar_sprite.height
end
#-----------------------------------------------------------------------------
def busy?
return false
end
def changed?
return false
end
#-----------------------------------------------------------------------------
def repaint
end
def refresh
end
end

View File

@@ -77,8 +77,8 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
@commands_bg_sprites = []
@commands_sprites = []
# Scrollbar positions
@left_pos = 0
@top_pos = 0
@left_pos = 0
@duration = 0
# Selected things
@keyframe = 0
@@ -93,8 +93,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
def draw_control_background
self.bitmap.clear
# Background
self.bitmap.fill_rect(0, 0, width, height, Color.white)
# Separator lines
self.bitmap.fill_rect(0, TIMELINE_HEIGHT, width, VIEWPORT_SPACING, Color.black)
self.bitmap.fill_rect(LIST_WIDTH, 0, VIEWPORT_SPACING, height, Color.black)
@@ -132,21 +130,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
return (ret.is_a?(Array)) ? ret[0] : ret
end
def left_pos=(val)
old_val = @left_pos
total_width = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
if total_width <= @commands_viewport.rect.width
@left_pos = 0
else
@left_pos = val
@left_pos = @left_pos.clamp(0, total_width - @commands_viewport.rect.width)
end
if @left_pos != old_val
refresh_position_line
invalidate_time
end
end
def top_pos=(val)
old_val = @top_pos
total_height = (@particle_list.length * ROW_HEIGHT) + 1
@@ -165,6 +148,21 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
end
end
def left_pos=(val)
old_val = @left_pos
total_width = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
if total_width <= @commands_viewport.rect.width
@left_pos = 0
else
@left_pos = val
@left_pos = @left_pos.clamp(0, total_width - @commands_viewport.rect.width)
end
if @left_pos != old_val
refresh_position_line
invalidate_time
end
end
def set_particles(particles)
@particles = particles
calculate_all_commands_and_durations
@@ -204,8 +202,8 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
# Set scrollbars to the correct lengths
@list_scrollbar.range = (@particle_list.length * ROW_HEIGHT) + 1
@time_scrollbar.range = (@duration * KEYFRAME_SPACING) + TIMELINE_LEFT_BUFFER + 1
self.left_pos = @left_pos
self.top_pos = @top_pos
self.top_pos = @list_scrollbar.position
self.left_pos = @time_scrollbar.position
# Redraw all sprites
invalidate
end
@@ -576,6 +574,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
end
def refresh
@old_top_pos = nil if @invalid
draw_area_highlight
refresh_timeline if @invalid || @invalid_time
each_visible_particle do |i|
@@ -719,8 +718,8 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
@time_scrollbar.update
super
# Refresh sprites if a scrollbar has been moved
self.left_pos = @time_scrollbar.position
self.top_pos = @list_scrollbar.position
self.left_pos = @time_scrollbar.position
# Update the current keyframe line's position
refresh_position_line

View File

@@ -0,0 +1,52 @@
#===============================================================================
# TODO: Ideally the menu buttons (add_button) will be replaced by a proper
# menu control (basically multiple DropdownList controls where the headers
# have fixed names and, while captured, hovering over a header changes
# which list is displayed). The menu control should go under UI controls
# rather than be unique to the Animation Editor.
#===============================================================================
class AnimationEditor::MenuBar < UIControls::ControlsContainer
MENU_BUTTON_WIDTH = 80
NAME_BUTTON_WIDTH = 400 # The animation's name
def initialize(x, y, width, height, viewport)
super(x, y, width, height)
@viewport.z = viewport.z + 10 # So that it appears over the canvas
end
#-----------------------------------------------------------------------------
def add_button(id, button_text)
ctrl = UIControls::Button.new(MENU_BUTTON_WIDTH, @height, @viewport, button_text)
ctrl.set_fixed_size
add_control(id, ctrl)
end
def add_name_button(id, button_text)
ctrl = UIControls::Button.new(NAME_BUTTON_WIDTH, @height, @viewport, button_text)
ctrl.set_fixed_size
add_control(id, ctrl)
end
def anim_name=(val)
ctrl = get_control(:name)
ctrl.set_text(val) if ctrl
end
#-----------------------------------------------------------------------------
private
def add_control(id, control, add_offset = false)
i = @controls.length
control_x = (add_offset ? @row_count - 1 : @row_count) * MENU_BUTTON_WIDTH
control_x = @width - control.width if control.width == NAME_BUTTON_WIDTH
@control_rects[i] = Rect.new(control_x, 0, control.width, control.height)
control.x = @control_rects[i].x + (add_offset ? OFFSET_FROM_LABEL_X : 0)
control.y = @control_rects[i].y + (add_offset ? OFFSET_FROM_LABEL_Y : 0)
control.set_interactive_rects
@controls[i] = [id, control]
@row_count += 1 if !add_offset
repaint
end
end