Fleshed out Animation Editor's chooser screen, added lots of example animation PBS files

This commit is contained in:
Maruno17
2023-11-30 22:16:42 +00:00
parent 5553218507
commit b69f1fc5a6
241 changed files with 24533 additions and 104 deletions

View File

@@ -226,6 +226,10 @@ module GameData
return [:common, :opp_common].include?(@type)
end
def opposing_animation?
return [:opp_move, :opp_common].include?(@type)
end
alias __new_anim__get_property_for_PBS get_property_for_PBS unless method_defined?(:__new_anim__get_property_for_PBS)
def get_property_for_PBS(key)
ret = __new_anim__get_property_for_PBS(key)

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@@ -0,0 +1,175 @@
module AnimationConverter
module_function
def convert_old_animations_to_new
list = pbLoadBattleAnimations
raise "No animations found." if !list || list.length == 0
last_move = nil # For filename purposes
last_version = 0
last_type = :move
list.each do |anim|
next if !anim.name || anim.name == "" || anim.length <= 1
# Get folder and filename for new PBS file
folder = "Converted/"
folder += (anim.name[/^Common:/]) ? "Common/" : "Move/"
filename = anim.name.gsub(/^Common:/, "")
filename.gsub!(/^Move:/, "")
filename.gsub!(/^OppMove:/, "")
# Update record of move and version
type = :move
if anim.name[/^Common:/]
type = :common
elsif anim.name[/^OppMove:/]
type = :opp_move
elsif anim.name[/^Move:/]
type = :move
end
if filename == anim.name
last_version += 1
type = last_type
pbs_path = folder + last_move
else
last_move = filename
last_version = 0
last_type = type
pbs_path = folder + filename
end
last_move = filename if !last_move
# Generate basic animaiton properties
new_anim = {
:type => type,
:move => last_move,
:version => last_version,
:name => filename,
:particles => [],
:pbs_path => pbs_path
}
add_frames_to_new_anim_hash(anim, new_anim)
add_se_commands_to_new_anim_hash(anim, new_anim)
new_anim[:particles].compact!
GameData::Animation.register(new_anim)
Compiler.write_battle_animation_file(new_anim[:pbs_path])
end
end
def add_frames_to_new_anim_hash(anim, hash)
# Set up previous frame's values
default_frame = []
default_frame[AnimFrame::X] = -999
default_frame[AnimFrame::Y] = -999
default_frame[AnimFrame::ZOOMX] = 100
default_frame[AnimFrame::ZOOMY] = 100
default_frame[AnimFrame::BLENDTYPE] = 0
default_frame[AnimFrame::ANGLE] = 0
default_frame[AnimFrame::OPACITY] = 255
default_frame[AnimFrame::COLORRED] = 0
default_frame[AnimFrame::COLORGREEN] = 0
default_frame[AnimFrame::COLORBLUE] = 0
default_frame[AnimFrame::COLORALPHA] = 0
default_frame[AnimFrame::TONERED] = 0
default_frame[AnimFrame::TONEGREEN] = 0
default_frame[AnimFrame::TONEBLUE] = 0
default_frame[AnimFrame::TONEGRAY] = 0
default_frame[AnimFrame::VISIBLE] = 1 # Boolean
default_frame[AnimFrame::MIRROR] = 0 # Boolean
default_frame[AnimFrame::FOCUS] = 4 # 1=target, 2=user, 3=user and target, 4=screen
last_frame_values = []
# Go through each frame
anim.length.times do |frame_num|
frame = anim[frame_num]
frame.each_with_index do |cel, i|
next if !cel
# i=0 for "User", i=1 for "Target"
hash[:particles][i] ||= {
:name => "Particle #{i}"
}
particle = hash[:particles][i]
if i == 0
particle[:name] = "User"
elsif i == 1
particle[:name] = "Target"
else
particle[:visible] = [[0, 0, true]]
end
last_frame = last_frame_values[i] || default_frame.clone
# Copy commands across
[
[AnimFrame::X, :x],
[AnimFrame::Y, :y],
[AnimFrame::ZOOMX, :zoom_x],
[AnimFrame::ZOOMY, :zoom_y],
[AnimFrame::BLENDTYPE, :blending],
[AnimFrame::ANGLE, :angle],
[AnimFrame::OPACITY, :opacity],
[AnimFrame::COLORRED, :color_red],
[AnimFrame::COLORGREEN, :color_green],
[AnimFrame::COLORBLUE, :color_blue],
[AnimFrame::COLORALPHA, :color_alpha],
[AnimFrame::TONERED, :tone_red],
[AnimFrame::TONEGREEN, :tone_green],
[AnimFrame::TONEBLUE, :tone_blue],
[AnimFrame::TONEGRAY, :tone_gray],
[AnimFrame::VISIBLE, :visible], # Boolean
[AnimFrame::MIRROR, :flip], # Boolean
].each do |property|
next if cel[property[0]] == last_frame[property[0]]
particle[property[1]] ||= []
val = cel[property[0]].to_i
val = (val == 1) if [:visible, :flip].include?(property[1])
particle[property[1]].push([frame_num, 0, val])
last_frame[property[0]] = cel[property[0]]
end
# Set graphic
particle[:graphic] = anim.graphic
# Set focus for non-User/non-Target
if i > 1
particle[:focus] = [:screen, :target, :user, :user_and_target, :screen][cel[AnimFrame::FOCUS]]
end
# Remember this cel's values at this frame
last_frame_values[i] = last_frame
end
end
end
def add_se_commands_to_new_anim_hash(anim, new_anim)
anim.timing.each do |cmd|
next if cmd.timingType != 0 # Play SE
particle = new_anim[:particles].last
if particle[:name] != "SE"
particle = { :name => "SE" }
new_anim[:particles].push(particle)
end
# Add command
if cmd.name && cmd.name != ""
particle[:se] ||= []
particle[:se].push([cmd.frame, 0, cmd.name, cmd.volume, cmd.pitch])
else # Play user's cry
particle[:user_cry] ||= []
particle[:user_cry].push([cmd.frame, 0, cmd.volume, cmd.pitch])
end
end
end
end
#===============================================================================
# Add to Debug menu.
#===============================================================================
MenuHandlers.add(:debug_menu, :convert_anims, {
"name" => "Convert old animation to PBS files",
"parent" => :main,
"description" => "This is just for the sake of having lots of example animation PBS files.",
"effect" => proc {
AnimationConverter.convert_old_animations_to_new
}
})

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@@ -2,152 +2,243 @@
#
#===============================================================================
class AnimationEditor::AnimationSelector
ANIMATIONS_LIST_X = 4
ANIMATIONS_LIST_Y = 4
ANIMATIONS_LIST_WIDTH = 300
ANIMATIONS_LIST_HEIGHT = AnimationEditor::WINDOW_HEIGHT - (ANIMATIONS_LIST_Y * 2)
QUIT_BUTTON_WIDTH = 80
QUIT_BUTTON_HEIGHT = 30
LOAD_BUTTON_WIDTH = 200
LOAD_BUTTON_HEIGHT = 48
LOAD_BUTTON_X = ANIMATIONS_LIST_WIDTH + 100
LOAD_BUTTON_Y = ANIMATIONS_LIST_Y + (ANIMATIONS_LIST_HEIGHT / 2) - (LOAD_BUTTON_HEIGHT / 2)
TYPE_BUTTONS_X = 2
TYPE_BUTTONS_Y = 62
TYPE_BUTTON_WIDTH = 100
TYPE_BUTTON_HEIGHT = 48
MOVES_LIST_X = TYPE_BUTTONS_X + TYPE_BUTTON_WIDTH + 4
MOVES_LIST_Y = TYPE_BUTTONS_Y + 4
MOVES_LIST_WIDTH = 200
MOVES_LIST_HEIGHT = 26 * UIControls::List::ROW_HEIGHT
ANIMATIONS_LIST_X = MOVES_LIST_X + MOVES_LIST_WIDTH + 8
ANIMATIONS_LIST_Y = MOVES_LIST_Y
ANIMATIONS_LIST_WIDTH = 300
ANIMATIONS_LIST_HEIGHT = MOVES_LIST_HEIGHT
ACTION_BUTTON_WIDTH = 200
ACTION_BUTTON_HEIGHT = 48
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
def initialize
generate_list
generate_lists
@viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport)
draw_editor_background
@load_animation_id = nil
@animation_type = 0 # 0=move, 1=common
@quit = false
create_controls
refresh
end
def dispose
@screen_bitmap.dispose
@components.dispose
@viewport.dispose
end
# TODO: Make separate arrays for move and common animations. Group animations
# for the same move/common animation together somehow to be listed in
# the main list - individual animations are shown in the secondary list.
# The display names will need improving accordingly. Usage of
# @animations in this class will need redoing.
def generate_list
@animations = []
GameData::Animation.keys.each do |id|
anim = GameData::Animation.get(id)
if anim.version > 0
name = "#{anim.type}: #{anim.move} (#{anim.version}) - #{anim.name}"
else
name = "#{anim.type}: #{anim.move} - #{anim.name}"
end
@animations.push([id, name])
LABEL_OFFSET_X = -4
LABEL_OFFSET_Y = -32
def create_controls
@components = UIControls::ControlsContainer.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
# Quit button
btn = UIControls::Button.new(QUIT_BUTTON_WIDTH, QUIT_BUTTON_HEIGHT, @viewport, _INTL("Quit"))
btn.set_fixed_size
@components.add_control_at(:quit, btn, 0, 0)
# New button
btn = UIControls::Button.new(QUIT_BUTTON_WIDTH, QUIT_BUTTON_HEIGHT, @viewport, _INTL("New"))
btn.set_fixed_size
@components.add_control_at(:new, btn, QUIT_BUTTON_WIDTH, 0)
# Type label
label = UIControls::Label.new(TYPE_BUTTON_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Anim types"))
label.header = true
@components.add_control_at(:type_label, label, TYPE_BUTTONS_X + LABEL_OFFSET_X + 4, TYPE_BUTTONS_Y + LABEL_OFFSET_Y + 4)
# Animation type toggle buttons
[[:moves, _INTL("Moves")], [:commons, _INTL("Common")]].each_with_index do |val, i|
btn = UIControls::Button.new(TYPE_BUTTON_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, val[1])
btn.set_fixed_size
@components.add_control_at(val[0], btn, TYPE_BUTTONS_X, TYPE_BUTTONS_Y + (i * TYPE_BUTTON_HEIGHT))
end
# TODO: For scrollbar testing purposes.
rand(400).times do |i|
@animations.push([42 + i, "Extra animation #{i + 1}"])
# TODO: Filter text box for :moves_list's contents. Applies the filter upon
# every change to the text box's value. Perhaps it should only do so
# after 0.5 seconds of non-typing. What exactly should the filter be
# applied to? Animation's name, move's name (if there is one), what
# else?
# Moves list label
label = UIControls::Label.new(MOVES_LIST_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Moves"))
label.header = true
@components.add_control_at(:moves_label, label, MOVES_LIST_X + LABEL_OFFSET_X, MOVES_LIST_Y + LABEL_OFFSET_Y)
# Moves list
list = UIControls::List.new(MOVES_LIST_WIDTH, MOVES_LIST_HEIGHT, @viewport, [])
@components.add_control_at(:moves_list, list, MOVES_LIST_X, MOVES_LIST_Y)
# Animations list label
label = UIControls::Label.new(ANIMATIONS_LIST_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Animations"))
label.header = true
@components.add_control_at(:animations_label, label, ANIMATIONS_LIST_X + LABEL_OFFSET_X, ANIMATIONS_LIST_Y + LABEL_OFFSET_Y)
# Animations list
list = UIControls::List.new(ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, @viewport, [])
@components.add_control_at(:animations_list, list, ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y)
# Edit, Copy and Delete buttons
[[:edit, _INTL("Edit animation")], [:copy, _INTL("Copy animation")], [:delete, _INTL("Delete animation")]].each_with_index do |val, i|
btn = UIControls::Button.new(ACTION_BUTTON_WIDTH, ACTION_BUTTON_HEIGHT, @viewport, val[1])
btn.set_fixed_size
@components.add_control_at(val[0], btn, ACTION_BUTTON_X, ACTION_BUTTON_Y + (i * ACTION_BUTTON_HEIGHT))
end
end
def draw_editor_background
# Fill the whole screen with white
@screen_bitmap.bitmap.fill_rect(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.black)
# Outline around animations list
@screen_bitmap.bitmap.fill_rect(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.white)
# Outlines around lists
areas = [
[ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT],
[LOAD_BUTTON_X, LOAD_BUTTON_Y, LOAD_BUTTON_WIDTH, LOAD_BUTTON_HEIGHT]
[MOVES_LIST_X, MOVES_LIST_Y, MOVES_LIST_WIDTH, MOVES_LIST_HEIGHT],
[ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT]
]
areas.each do |area|
# Draw outlines around area
@screen_bitmap.bitmap.outline_rect(area[0] - 3, area[1] - 3, area[2] + 6, area[3] + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(area[0] - 2, area[1] - 2, area[2] + 4, area[3] + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(area[0] - 1, area[1] - 1, area[2] + 2, area[3] + 2, Color.white)
# Fill the area with white
# TODO: This line was quoted out previously, and I'm not sure why.
@screen_bitmap.bitmap.fill_rect(area[0], area[1], area[2], area[3], Color.white)
end
end
def create_controls
@controls = {}
# TODO: Buttons to toggle between listing moves that have animations, and
# common animations (and overworld animations).
# Animations list
@list = UIControls::List.new(ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, @viewport, @animations)
@list.x = ANIMATIONS_LIST_X
@list.y = ANIMATIONS_LIST_Y
@controls[:list] = @list
# TODO: A secondary list for displaying all the animations related to the
# selected move. For common anims/overworld anims, this will only ever
# list one animation. The first animation listed in here will be
# selected by default.
# TODO: Filter text box for @list's contents. Applies the filter upon every
# change to the text box's value. Perhaps it should only do so after
# 0.5 seconds of non-typing. What exactly should the filter be applied
# 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, _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, "Quit" button.
repaint
#-----------------------------------------------------------------------------
def generate_lists
@move_list = []
@common_list = []
@move_animations = {}
@common_animations = {}
GameData::Animation.keys.each do |id|
anim = GameData::Animation.get(id)
name = ""
name += _INTL("[Foe]") + " " if anim.opposing_animation?
name += "[#{anim.version}]" + " " if anim.version > 0
name += anim.name
if anim.move_animation?
move_name = GameData::Move.try_get(anim.move)&.name || anim.move
@move_list.push([anim.move, move_name]) if !@move_animations[anim.move]
@move_animations[anim.move] ||= []
@move_animations[anim.move].push([id, name])
elsif anim.common_animation?
@common_list.push([anim.move, anim.move]) if !@common_animations[anim.move]
@common_animations[anim.move] ||= []
@common_animations[anim.move].push([id, name])
end
end
@move_list.sort!
@common_list.sort!
@move_animations.values.each do |val|
val.sort! { |a, b| a[1] <=> b[1] }
end
@common_animations.values.each do |val|
val.sort! { |a, b| a[1] <=> b[1] }
end
end
def repaint
@controls.each { |ctrl| ctrl[1].repaint }
def selected_move_animations
val = @components.get_control(:moves_list).value
return [] if !val
return @move_animations[val] if @animation_type == 0
return @common_animations[val] if @animation_type == 1
return []
end
def selected_animation_id
return @components.get_control(:animations_list).value
end
#-----------------------------------------------------------------------------
def refresh
# Put the correct list into the moves list
case @animation_type
when 0
@components.get_control(:moves).disable
@components.get_control(:commons).enable
@components.get_control(:moves_list).values = @move_list
@components.get_control(:moves_label).label = _INTL("Moves")
when 1
@components.get_control(:moves).enable
@components.get_control(:commons).disable
@components.get_control(:moves_list).values = @common_list
@components.get_control(:moves_label).label = _INTL("Common animations")
end
# Put the correct list into the animations list
@components.get_control(:animations_list).values = selected_move_animations
# Enable/disable buttons depending on what is selected
if @components.get_control(:animations_list).value
@components.get_control(:edit).enable
@components.get_control(:copy).enable
@components.get_control(:delete).enable
else
@components.get_control(:edit).disable
@components.get_control(:copy).disable
@components.get_control(:delete).disable
end
end
#-----------------------------------------------------------------------------
def apply_button_press(button)
case button
when :quit
@quit = true
return # Don't need to refresh the screen
when :new
# TODO: New animation.
when :moves
@animation_type = 0
@components.get_control(:moves_list).selected = -1
@components.get_control(:animations_list).selected = -1
when :commons
@animation_type = 1
@components.get_control(:moves_list).selected = -1
@components.get_control(:animations_list).selected = -1
when :edit
anim_id = selected_animation_id
if anim_id
screen = AnimationEditor.new(anim_id, GameData::Animation.get(anim_id).clone_as_hash)
screen.run
# TODO: Might want to select whichever options in each list get to
# the animation with ID anim_id.
generate_lists
end
when :copy
anim_id = selected_animation_id
if anim_id
# TODO: Copy animation.
end
when :delete
anim_id = selected_animation_id
if anim_id
# TODO: Delete animation.
end
end
refresh
end
def update
# Update all controls
if @captured
@captured.update
@captured = nil if !@captured.busy?
else
@controls.each do |ctrl|
ctrl[1].update
@captured = ctrl[1] if ctrl[1].busy?
@components.update
if @components.changed?
@components.values.each_pair do |property, value|
apply_button_press(property)
end
@components.clear_changed
end
# Check for changes in controls
@list.clear_changed if @list.changed? # We don't need @list's value now
if @load_button.changed?
# TODO: This will need to get the animation ID from the sublist instead.
@load_animation_id = @list.value
@load_button.clear_changed
end
repaint # Only repaints if needed
end
def run
Input.text_input = false
loop do
inputting_text = Input.text_input
Graphics.update
Input.update
update
# Open editor with animation
# @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.
# Refresh list of animations, in case the edited one changed its type,
# move, version or name
generate_list
@list.values = @animations
repaint
next
end
# Typing text into a text box; don't want key presses to trigger anything
next if inputting_text
# Inputs
break if Input.trigger?(Input::BACK)
break if !@components.busy? && @quit
end
dispose
end

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@@ -85,7 +85,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
@row_index = 0
# Particle information to display (one row each)
@particles = [] # Reference to particle data from the editor scene
@expanded_particles = [0] # Each element is index in @particles
@expanded_particles = [] # Each element is index in @particles
@particle_list = [] # Each element is index in @particles or [index, property]
@visibilities = [] # Per particle
@commands = {}