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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Fleshed out Animation Editor's chooser screen, added lots of example animation PBS files
This commit is contained in:
@@ -2,152 +2,243 @@
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#
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#===============================================================================
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class AnimationEditor::AnimationSelector
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ANIMATIONS_LIST_X = 4
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ANIMATIONS_LIST_Y = 4
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ANIMATIONS_LIST_WIDTH = 300
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ANIMATIONS_LIST_HEIGHT = AnimationEditor::WINDOW_HEIGHT - (ANIMATIONS_LIST_Y * 2)
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QUIT_BUTTON_WIDTH = 80
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QUIT_BUTTON_HEIGHT = 30
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LOAD_BUTTON_WIDTH = 200
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LOAD_BUTTON_HEIGHT = 48
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LOAD_BUTTON_X = ANIMATIONS_LIST_WIDTH + 100
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LOAD_BUTTON_Y = ANIMATIONS_LIST_Y + (ANIMATIONS_LIST_HEIGHT / 2) - (LOAD_BUTTON_HEIGHT / 2)
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TYPE_BUTTONS_X = 2
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TYPE_BUTTONS_Y = 62
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TYPE_BUTTON_WIDTH = 100
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TYPE_BUTTON_HEIGHT = 48
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MOVES_LIST_X = TYPE_BUTTONS_X + TYPE_BUTTON_WIDTH + 4
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MOVES_LIST_Y = TYPE_BUTTONS_Y + 4
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MOVES_LIST_WIDTH = 200
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MOVES_LIST_HEIGHT = 26 * UIControls::List::ROW_HEIGHT
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ANIMATIONS_LIST_X = MOVES_LIST_X + MOVES_LIST_WIDTH + 8
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ANIMATIONS_LIST_Y = MOVES_LIST_Y
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ANIMATIONS_LIST_WIDTH = 300
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ANIMATIONS_LIST_HEIGHT = MOVES_LIST_HEIGHT
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ACTION_BUTTON_WIDTH = 200
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ACTION_BUTTON_HEIGHT = 48
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ACTION_BUTTON_X = ANIMATIONS_LIST_X + ANIMATIONS_LIST_WIDTH + 4
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ACTION_BUTTON_Y = TYPE_BUTTONS_Y + ((ANIMATIONS_LIST_HEIGHT - (ACTION_BUTTON_HEIGHT * 3)) / 2) + 4
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def initialize
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generate_list
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generate_lists
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@viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
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@viewport.z = 99999
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@screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport)
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draw_editor_background
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@load_animation_id = nil
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@animation_type = 0 # 0=move, 1=common
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@quit = false
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create_controls
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refresh
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end
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def dispose
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@screen_bitmap.dispose
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@components.dispose
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@viewport.dispose
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end
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# TODO: Make separate arrays for move and common animations. Group animations
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# for the same move/common animation together somehow to be listed in
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# the main list - individual animations are shown in the secondary list.
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# The display names will need improving accordingly. Usage of
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# @animations in this class will need redoing.
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def generate_list
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@animations = []
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GameData::Animation.keys.each do |id|
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anim = GameData::Animation.get(id)
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if anim.version > 0
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name = "#{anim.type}: #{anim.move} (#{anim.version}) - #{anim.name}"
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else
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name = "#{anim.type}: #{anim.move} - #{anim.name}"
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end
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@animations.push([id, name])
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LABEL_OFFSET_X = -4
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LABEL_OFFSET_Y = -32
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def create_controls
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@components = UIControls::ControlsContainer.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
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# Quit button
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btn = UIControls::Button.new(QUIT_BUTTON_WIDTH, QUIT_BUTTON_HEIGHT, @viewport, _INTL("Quit"))
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btn.set_fixed_size
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@components.add_control_at(:quit, btn, 0, 0)
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# New button
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btn = UIControls::Button.new(QUIT_BUTTON_WIDTH, QUIT_BUTTON_HEIGHT, @viewport, _INTL("New"))
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btn.set_fixed_size
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@components.add_control_at(:new, btn, QUIT_BUTTON_WIDTH, 0)
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# Type label
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label = UIControls::Label.new(TYPE_BUTTON_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Anim types"))
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label.header = true
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@components.add_control_at(:type_label, label, TYPE_BUTTONS_X + LABEL_OFFSET_X + 4, TYPE_BUTTONS_Y + LABEL_OFFSET_Y + 4)
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# Animation type toggle buttons
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[[:moves, _INTL("Moves")], [:commons, _INTL("Common")]].each_with_index do |val, i|
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btn = UIControls::Button.new(TYPE_BUTTON_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, val[1])
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btn.set_fixed_size
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@components.add_control_at(val[0], btn, TYPE_BUTTONS_X, TYPE_BUTTONS_Y + (i * TYPE_BUTTON_HEIGHT))
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end
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# TODO: For scrollbar testing purposes.
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rand(400).times do |i|
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@animations.push([42 + i, "Extra animation #{i + 1}"])
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# TODO: Filter text box for :moves_list's contents. Applies the filter upon
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# every change to the text box's value. Perhaps it should only do so
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# after 0.5 seconds of non-typing. What exactly should the filter be
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# applied to? Animation's name, move's name (if there is one), what
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# else?
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# Moves list label
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label = UIControls::Label.new(MOVES_LIST_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Moves"))
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label.header = true
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@components.add_control_at(:moves_label, label, MOVES_LIST_X + LABEL_OFFSET_X, MOVES_LIST_Y + LABEL_OFFSET_Y)
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# Moves list
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list = UIControls::List.new(MOVES_LIST_WIDTH, MOVES_LIST_HEIGHT, @viewport, [])
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@components.add_control_at(:moves_list, list, MOVES_LIST_X, MOVES_LIST_Y)
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# Animations list label
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label = UIControls::Label.new(ANIMATIONS_LIST_WIDTH, TYPE_BUTTON_HEIGHT, @viewport, _INTL("Animations"))
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label.header = true
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@components.add_control_at(:animations_label, label, ANIMATIONS_LIST_X + LABEL_OFFSET_X, ANIMATIONS_LIST_Y + LABEL_OFFSET_Y)
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# Animations list
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list = UIControls::List.new(ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, @viewport, [])
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@components.add_control_at(:animations_list, list, ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y)
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# Edit, Copy and Delete buttons
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[[:edit, _INTL("Edit animation")], [:copy, _INTL("Copy animation")], [:delete, _INTL("Delete animation")]].each_with_index do |val, i|
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btn = UIControls::Button.new(ACTION_BUTTON_WIDTH, ACTION_BUTTON_HEIGHT, @viewport, val[1])
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btn.set_fixed_size
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@components.add_control_at(val[0], btn, ACTION_BUTTON_X, ACTION_BUTTON_Y + (i * ACTION_BUTTON_HEIGHT))
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end
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end
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def draw_editor_background
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# Fill the whole screen with white
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@screen_bitmap.bitmap.fill_rect(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.black)
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# Outline around animations list
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@screen_bitmap.bitmap.fill_rect(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.white)
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# Outlines around lists
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areas = [
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[ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT],
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[LOAD_BUTTON_X, LOAD_BUTTON_Y, LOAD_BUTTON_WIDTH, LOAD_BUTTON_HEIGHT]
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[MOVES_LIST_X, MOVES_LIST_Y, MOVES_LIST_WIDTH, MOVES_LIST_HEIGHT],
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[ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT]
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]
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areas.each do |area|
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# Draw outlines around area
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@screen_bitmap.bitmap.outline_rect(area[0] - 3, area[1] - 3, area[2] + 6, area[3] + 6, Color.white)
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@screen_bitmap.bitmap.outline_rect(area[0] - 2, area[1] - 2, area[2] + 4, area[3] + 4, Color.black)
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@screen_bitmap.bitmap.outline_rect(area[0] - 1, area[1] - 1, area[2] + 2, area[3] + 2, Color.white)
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# Fill the area with white
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# TODO: This line was quoted out previously, and I'm not sure why.
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@screen_bitmap.bitmap.fill_rect(area[0], area[1], area[2], area[3], Color.white)
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end
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end
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def create_controls
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@controls = {}
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# TODO: Buttons to toggle between listing moves that have animations, and
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# common animations (and overworld animations).
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# Animations list
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@list = UIControls::List.new(ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, @viewport, @animations)
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@list.x = ANIMATIONS_LIST_X
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@list.y = ANIMATIONS_LIST_Y
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@controls[:list] = @list
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# TODO: A secondary list for displaying all the animations related to the
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# selected move. For common anims/overworld anims, this will only ever
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# list one animation. The first animation listed in here will be
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# selected by default.
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# TODO: Filter text box for @list's contents. Applies the filter upon every
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# change to the text box's value. Perhaps it should only do so after
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# 0.5 seconds of non-typing. What exactly should the filter be applied
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# to? Animation's name, move's name (if there is one), what else?
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# TODO: Filter dropdown list to pick a move type? Other filter options?
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# "Load animation" button
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@load_button = UIControls::Button.new(LOAD_BUTTON_WIDTH, LOAD_BUTTON_HEIGHT, @viewport, _INTL("Load animation"))
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@load_button.x = LOAD_BUTTON_X
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@load_button.y = LOAD_BUTTON_Y
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@load_button.set_fixed_size
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@load_button.set_interactive_rects
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@controls[:load] = @load_button
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# TODO: "New animation" button, "Delete animation" button, "Duplicate
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# animation" button, "Quit" button.
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repaint
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#-----------------------------------------------------------------------------
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def generate_lists
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@move_list = []
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@common_list = []
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@move_animations = {}
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@common_animations = {}
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GameData::Animation.keys.each do |id|
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anim = GameData::Animation.get(id)
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name = ""
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name += _INTL("[Foe]") + " " if anim.opposing_animation?
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name += "[#{anim.version}]" + " " if anim.version > 0
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name += anim.name
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if anim.move_animation?
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move_name = GameData::Move.try_get(anim.move)&.name || anim.move
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@move_list.push([anim.move, move_name]) if !@move_animations[anim.move]
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@move_animations[anim.move] ||= []
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@move_animations[anim.move].push([id, name])
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elsif anim.common_animation?
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@common_list.push([anim.move, anim.move]) if !@common_animations[anim.move]
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@common_animations[anim.move] ||= []
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@common_animations[anim.move].push([id, name])
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end
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end
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@move_list.sort!
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@common_list.sort!
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@move_animations.values.each do |val|
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val.sort! { |a, b| a[1] <=> b[1] }
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end
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@common_animations.values.each do |val|
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val.sort! { |a, b| a[1] <=> b[1] }
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end
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end
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def repaint
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@controls.each { |ctrl| ctrl[1].repaint }
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def selected_move_animations
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val = @components.get_control(:moves_list).value
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return [] if !val
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return @move_animations[val] if @animation_type == 0
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return @common_animations[val] if @animation_type == 1
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return []
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end
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def selected_animation_id
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return @components.get_control(:animations_list).value
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end
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#-----------------------------------------------------------------------------
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def refresh
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# Put the correct list into the moves list
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case @animation_type
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when 0
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@components.get_control(:moves).disable
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@components.get_control(:commons).enable
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@components.get_control(:moves_list).values = @move_list
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@components.get_control(:moves_label).label = _INTL("Moves")
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when 1
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@components.get_control(:moves).enable
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@components.get_control(:commons).disable
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@components.get_control(:moves_list).values = @common_list
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@components.get_control(:moves_label).label = _INTL("Common animations")
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end
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# Put the correct list into the animations list
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@components.get_control(:animations_list).values = selected_move_animations
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# Enable/disable buttons depending on what is selected
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if @components.get_control(:animations_list).value
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@components.get_control(:edit).enable
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@components.get_control(:copy).enable
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@components.get_control(:delete).enable
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else
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@components.get_control(:edit).disable
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@components.get_control(:copy).disable
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@components.get_control(:delete).disable
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end
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end
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#-----------------------------------------------------------------------------
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def apply_button_press(button)
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case button
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when :quit
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@quit = true
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return # Don't need to refresh the screen
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when :new
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# TODO: New animation.
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when :moves
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@animation_type = 0
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@components.get_control(:moves_list).selected = -1
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@components.get_control(:animations_list).selected = -1
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when :commons
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@animation_type = 1
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@components.get_control(:moves_list).selected = -1
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@components.get_control(:animations_list).selected = -1
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when :edit
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anim_id = selected_animation_id
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if anim_id
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screen = AnimationEditor.new(anim_id, GameData::Animation.get(anim_id).clone_as_hash)
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screen.run
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# TODO: Might want to select whichever options in each list get to
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# the animation with ID anim_id.
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generate_lists
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end
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when :copy
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anim_id = selected_animation_id
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if anim_id
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# TODO: Copy animation.
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end
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when :delete
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anim_id = selected_animation_id
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if anim_id
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# TODO: Delete animation.
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end
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end
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refresh
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end
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def update
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# Update all controls
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if @captured
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@captured.update
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@captured = nil if !@captured.busy?
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else
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@controls.each do |ctrl|
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ctrl[1].update
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@captured = ctrl[1] if ctrl[1].busy?
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@components.update
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if @components.changed?
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@components.values.each_pair do |property, value|
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apply_button_press(property)
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end
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@components.clear_changed
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end
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# Check for changes in controls
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@list.clear_changed if @list.changed? # We don't need @list's value now
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if @load_button.changed?
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# TODO: This will need to get the animation ID from the sublist instead.
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@load_animation_id = @list.value
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@load_button.clear_changed
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end
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repaint # Only repaints if needed
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end
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def run
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Input.text_input = false
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loop do
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inputting_text = Input.text_input
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Graphics.update
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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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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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# 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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@list.values = @animations
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repaint
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next
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end
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# Typing text into a text box; don't want key presses to trigger anything
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next if inputting_text
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# Inputs
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break if Input.trigger?(Input::BACK)
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break if !@components.busy? && @quit
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end
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dispose
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end
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