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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Anim Editor: List control no longer fills in its background
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@@ -138,11 +138,9 @@ class UIControls::List < UIControls::BaseControl
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end
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def refresh
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self.bitmap.clear
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# Draw control outline and background
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super
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# Draw control outline
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self.bitmap.outline_rect(0, 0, width, height, Color.black)
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self.bitmap.fill_rect(1, 1, width - 2, height - 2, Color.white)
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draw_area_highlight
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# Draw text options
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@values.each_with_index do |val, i|
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next if i < @top_row || i >= @top_row + @rows_count
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@@ -56,15 +56,24 @@ class UIControls::DropdownList < UIControls::BaseControl
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def make_dropdown_menu
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menu_height = (UIControls::List::ROW_HEIGHT * [@options.length, @max_rows].min) + (UIControls::List::BORDER_THICKNESS * 2)
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# Draw menu's background
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@dropdown_menu_bg = BitmapSprite.new(@button_rect.width, menu_height, self.viewport)
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@dropdown_menu_bg.x = self.x + @button_rect.x
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@dropdown_menu_bg.y = self.y + @button_rect.y + @button_rect.height
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@dropdown_menu_bg.z = self.z + 1
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@dropdown_menu_bg.bitmap.fill_rect(0, 0, @dropdown_menu_bg.width, @dropdown_menu_bg.height, Color.white)
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# Create menu
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@dropdown_menu = UIControls::List.new(@button_rect.width, menu_height, self.viewport, @options)
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@dropdown_menu.x = self.x + @button_rect.x
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@dropdown_menu.y = self.y + @button_rect.y + @button_rect.height
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@dropdown_menu.x = @dropdown_menu_bg.x
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@dropdown_menu.y = @dropdown_menu_bg.y
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@dropdown_menu.z = self.z + 2
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@dropdown_menu.set_interactive_rects
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@dropdown_menu.repaint
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end
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def remove_dropdown_menu
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@dropdown_menu_bg&.dispose
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@dropdown_menu_bg = nil
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@dropdown_menu&.dispose
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@dropdown_menu = nil
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@captured_area = nil
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@@ -52,15 +52,24 @@ class UIControls::TextBoxDropdownList < UIControls::TextBox
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def make_dropdown_menu
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menu_height = (UIControls::List::ROW_HEIGHT * [@options.length, @max_rows].min) + (UIControls::List::BORDER_THICKNESS * 2)
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# Draw menu's background
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@dropdown_menu_bg = BitmapSprite.new(@text_box_rect.width + @button_rect.width, menu_height, self.viewport)
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@dropdown_menu_bg.x = self.x + @text_box_rect.x
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@dropdown_menu_bg.y = self.y + @text_box_rect.y + @text_box_rect.height
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@dropdown_menu_bg.z = self.z + 1
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@dropdown_menu_bg.bitmap.fill_rect(0, 0, @dropdown_menu_bg.width, @dropdown_menu_bg.height, Color.white)
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# Create menu
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@dropdown_menu = UIControls::List.new(@text_box_rect.width + @button_rect.width, menu_height, self.viewport, @options)
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@dropdown_menu.x = self.x + @text_box_rect.x
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@dropdown_menu.y = self.y + @text_box_rect.y + @text_box_rect.height
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@dropdown_menu.x = @dropdown_menu_bg.x
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@dropdown_menu.y = @dropdown_menu_bg.y
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@dropdown_menu.z = self.z + 2
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@dropdown_menu.set_interactive_rects
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@dropdown_menu.repaint
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end
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def remove_dropdown_menu
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@dropdown_menu_bg&.dispose
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@dropdown_menu_bg = nil
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@dropdown_menu&.dispose
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@dropdown_menu = nil
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@captured_area = nil
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@@ -170,6 +170,14 @@ class AnimationEditor::Canvas < Sprite
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return ret_x, ret_y
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end
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def mouse_in_sprite?(sprite, mouse_x, mouse_y)
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return false if mouse_x < sprite.x - sprite.ox
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return false if mouse_x >= sprite.x - sprite.ox + sprite.width
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return false if mouse_y < sprite.y - sprite.oy
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return false if mouse_y >= sprite.y - sprite.oy + sprite.height
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return true
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end
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#-----------------------------------------------------------------------------
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def busy?
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@@ -509,12 +517,10 @@ class AnimationEditor::Canvas < Sprite
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# Position frame over spr
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frame.x = spr.x
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frame.y = spr.y
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# TODO: Offset frame.x and frame.y for screen-sized sprites with a
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# screen-based focus, and for sprites whose graphic has "[bottom]" in
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# its name.
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case particle[:graphic]
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when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
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"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
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# Offset battler frames because they aren't around the battler's position
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frame.y -= spr.bitmap.height / 2
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end
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end
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@@ -543,12 +549,16 @@ class AnimationEditor::Canvas < Sprite
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ensure_battler_sprites
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refresh_battler_graphics
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refresh_battler_positions
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@battler_sprites.each { |s| s.visible = false if s && !s.disposed? }
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@particle_sprites.each do |s|
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if s.is_a?(Array)
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s.each { |s2| s2.visible = false if s2 && !s2.disposed? }
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else
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s.visible = false if s && !s.disposed?
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[@battler_sprites, @battler_frame_sprites].each do |sprites|
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sprites.each { |s| s.visible = false if s && !s.disposed? }
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end
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[@particle_sprites, @frame_sprites].each do |sprites|
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sprites.each do |s|
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if s.is_a?(Array)
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s.each { |s2| s2.visible = false if s2 && !s2.disposed? }
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else
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s.visible = false if s && !s.disposed?
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end
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end
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end
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@anim[:particles].each_with_index do |particle, i|
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@@ -563,14 +573,6 @@ class AnimationEditor::Canvas < Sprite
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#-----------------------------------------------------------------------------
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def mouse_in_sprite?(sprite, mouse_x, mouse_y)
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return false if mouse_x < sprite.x - sprite.ox
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return false if mouse_x >= sprite.x - sprite.ox + sprite.width
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return false if mouse_y < sprite.y - sprite.oy
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return false if mouse_y >= sprite.y - sprite.oy + sprite.height
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return true
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end
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def on_mouse_press
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mouse_x, mouse_y = mouse_pos
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return if !mouse_x || !mouse_y
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@@ -726,12 +728,10 @@ class AnimationEditor::Canvas < Sprite
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@sel_frame_sprite.visible = true
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@sel_frame_sprite.x = target.x
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@sel_frame_sprite.y = target.y
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# TODO: Offset sel_frame_sprite.x and sel_frame_sprite.y for screen-sized
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# sprites with a screen-based focus, and for sprites whose graphic has
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# "[bottom]" in its name.
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case @anim[:particles][@selected_particle][:graphic]
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when "USER", "USER_OPP", "USER_FRONT", "USER_BACK",
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"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"
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# Offset battler frames because they aren't around the battler's position
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@sel_frame_sprite.y -= target.bitmap.height / 2
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end
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end
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