# 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". # TODO: Things that need pop-up windows (draws a semi-transparent grey over the # whole screen behind the window): # - graphic picker # - SE file picker # - animation properties (Move/OppMove/Common/OppCommon, move, version, # extra name, target, filepath, flags, etc.) # - editor settings (theme, canvas BG graphics, user/target graphics, # display of canvas particle boxes, etc.) # TODO: While playing the animation, draw a semi-transparent grey over the # screen except for the canvas and playback controls. Can't edit anything # while it's playing. #=============================================================================== class AnimationEditor WINDOW_WIDTH = AnimationEditorLoadScreen::WINDOW_WIDTH WINDOW_HEIGHT = AnimationEditorLoadScreen::WINDOW_HEIGHT 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 PLAY_CONTROLS_X = CANVAS_X PLAY_CONTROLS_Y = CANVAS_Y + CANVAS_HEIGHT + (BORDER_THICKNESS * 2) PLAY_CONTROLS_WIDTH = CANVAS_WIDTH PLAY_CONTROLS_HEIGHT = 64 - (BORDER_THICKNESS * 2) SIDE_PANE_X = CANVAS_X + CANVAS_WIDTH + (BORDER_THICKNESS * 2) SIDE_PANE_Y = CANVAS_Y SIDE_PANE_WIDTH = WINDOW_WIDTH - SIDE_PANE_X - BORDER_THICKNESS SIDE_PANE_HEIGHT = CANVAS_HEIGHT + PLAY_CONTROLS_HEIGHT + (BORDER_THICKNESS * 2) PARTICLE_LIST_X = BORDER_THICKNESS PARTICLE_LIST_Y = SIDE_PANE_Y + SIDE_PANE_HEIGHT + (BORDER_THICKNESS * 2) PARTICLE_LIST_WIDTH = WINDOW_WIDTH - (BORDER_THICKNESS * 2) PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS def initialize(anim_id, anim) @anim_id = anim_id @anim = anim @viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT) @viewport.z = 99999 @screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport) draw_editor_background # Canvas @canvas = Sprite.new(@viewport) @canvas.x = CANVAS_X @canvas.y = CANVAS_Y @canvas.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", "field_bg") # 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) # 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 # the end of editing them, although canvas will be updated in real # time to show the changes) # - particle properties (that don't change during the animation; name, # focus...) # - SE particle properties (depends on keyframe) # - effects particle properties (depends on keyframe; for screen # shake, etc.) # - keyframe properties (shift all later particle commands forward/ # backward). # Play controls @play_controls = UIControls::AnimationPlayControls.new( PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, @viewport ) # Timeline/particle list @particle_list = UIControls::AnimationParticleList.new( PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport ) @particle_list.set_interactive_rects @captured = nil set_side_panes_contents set_particle_list_contents set_play_controls_contents refresh end 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 @viewport.dispose end def keyframe return @particle_list.keyframe end def particle_index return @particle_list.particle_index end #----------------------------------------------------------------------------- def set_commands_pane_contents # :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_value_box(:x, _INTL("X"), -128, CANVAS_WIDTH + 128, 64) @commands_pane.add_labelled_value_box(:y, _INTL("Y"), -128, CANVAS_HEIGHT + 128, 96) @commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true) @commands_pane.add_labelled_slider(:opacity, _INTL("Opacity"), 0, 255, 255) @commands_pane.add_labelled_value_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100) @commands_pane.add_labelled_value_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100) @commands_pane.add_labelled_value_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. # :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")) # TODO: Add buttons that shift all commands from the current keyframe and # later forwards/backwards in time? end def set_se_pane_contents # 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")) end def set_particle_pane_contents # 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")) # 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"), { :user => _INTL("User"), :target => _INTL("Target"), :user_and_target => _INTL("User and target"), :screen => _INTL("Screen") }, :user) # FlipIfFoe # RotateIfFoe # Delete button (if not "User"/"Target"/"SE") # Duplicate button # Shift all command timings by X keyframes (text box and button) # Move particle up/down the list? end def set_keyframe_pane_contents @keyframe_pane.add_label(:temp, _INTL("Keyframe pane")) # TODO: Various command-shifting options. end def set_side_panes_contents set_commands_pane_contents set_se_pane_contents set_particle_pane_contents set_keyframe_pane_contents end def set_particle_list_contents @particle_list.set_particles(@anim[:particles]) end def set_play_controls_contents @play_controls.duration = @particle_list.duration 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) end def refresh_canvas 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 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| 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 # 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 new_vals = AnimationEditor::ParticleDataHelper.get_all_particle_values(@anim[:particles][particle_index]) @particle_pane.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 # TODO: Disable the name and graphic controls for "User"/"Target". 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 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 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. 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 end 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 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 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 # TODO: Lots of stuff here. @particle_list.clear_changed 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 end update_canvas update_commands_pane update_se_pane update_particle_pane update_keyframe_pane update_particle_list update_play_controls end #----------------------------------------------------------------------------- def run Input.text_input = false loop do 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 end end end dispose end end