# 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 BORDER_THICKNESS = 4 CANVAS_X = BORDER_THICKNESS CANVAS_Y = 32 + BORDER_THICKNESS CANVAS_WIDTH = Settings::SCREEN_WIDTH CANVAS_HEIGHT = Settings::SCREEN_HEIGHT 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 + (32 * 2) PARTICLE_LIST_X = 0 PARTICLE_LIST_Y = SIDE_PANE_Y + SIDE_PANE_HEIGHT + (BORDER_THICKNESS * 2) PARTICLE_LIST_WIDTH = WINDOW_WIDTH PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y def initialize(anim_id, anim) @anim_id = anim_id @anim = anim @particle = -1 @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 @keyframe_particle_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 keyframe_particle_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). # 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 refresh end def dispose @screen_bitmap.dispose @canvas.dispose @keyframe_particle_pane.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_keyframe_particle_pane_contents # TODO: Move these properties to a new side pane for particle properties # (ones that don't change during the animation). @keyframe_particle_pane.add_labelled_text_box(:name, "Name", "Untitled") # @keyframe_particle_pane.add_labelled_dropdown_list(:focus, "Focus", { # :user => "User", # :target => "Target", # :user_and_target => "User and target", # :screen => "Screen" # }, :user) # TODO: Make sure the IDs for these controls all match up to particle # properties that can change during the animation. @keyframe_particle_pane.add_labelled_value_box(:x, "X", -128, CANVAS_WIDTH + 128, 64) @keyframe_particle_pane.add_labelled_value_box(:y, "Y", -128, CANVAS_HEIGHT + 128, 96) @keyframe_particle_pane.add_labelled_value_box(:zoom_x, "Zoom X", 0, 1000, 100) @keyframe_particle_pane.add_labelled_value_box(:zoom_y, "Zoom Y", 0, 1000, 100) @keyframe_particle_pane.add_labelled_checkbox(:visible, "Visible", true) @keyframe_particle_pane.add_labelled_slider(:opacity, "Opacity", 0, 255, 255) @keyframe_particle_pane.add_labelled_value_box(:angle, "Angle", -1080, 1080, 0) @keyframe_particle_pane.add_labelled_checkbox(:flip, "Flip", false) @keyframe_particle_pane.add_labelled_dropdown_list(:priority, "Priority", { # TODO: Include sub-priority. :behind_all => "Behind all", :behind_user => "Behind user", :above_user => "In front of user", :above_all => "In front of everything" }, :above_user) @keyframe_particle_pane.add_labelled_button(:color, "Color", "Edit") @keyframe_particle_pane.add_labelled_button(:tone, "Tone", "Edit") @keyframe_particle_pane.add_labelled_button(:graphic, "Graphic", "Change") # :frame (related to graphic) # :blending # TODO: Add buttons that shift all commands from the current keyframe and # later forwards/backwards in time? end def set_side_panes_contents set_keyframe_particle_pane_contents end def set_particle_list_contents @particle_list.set_particles(@anim[:particles]) end #----------------------------------------------------------------------------- def draw_editor_background # Fill the whole screen with black @screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.black) # 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 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_keyframe_particle_pane if !keyframe || keyframe < 0 || !particle_index || particle_index < 0 || !@anim[:particles][particle_index] @keyframe_particle_pane.visible = false else @keyframe_particle_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 :graphic/:frame # which all have button controls. @keyframe_particle_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_particle_list @particle_list.refresh end def refresh # Set all side pane controls to values from animation refresh_keyframe_particle_pane # Set particle list's contents refresh_particle_list 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_keyframe_particle_pane @keyframe_particle_pane.update @captured = :keyframe_particle_pane if @keyframe_particle_pane.busy? if @keyframe_particle_pane.changed? # TODO: Make undo/redo snapshot. values = @keyframe_particle_pane.values # TODO: Apply vals to the animation data, unless the changed control is a # button (its value will be true), in which case run some special # code. Maybe this special code should be passed to/run in the # control as a proc instead, and the button control can be given a # value like any other control? Probably not. echoln values if values[:color] elsif values[:tone] elsif values[:graphic] end @keyframe_particle_pane.clear_changed end end def update_particle_list old_keyframe = keyframe old_particle_index = particle_index @particle_list.update @captured = :particle_list if @particle_list.busy? if @particle_list.changed? refresh_keyframe_particle_pane 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 if @captured # TODO: There must be a better way to do this. case @captured when :canvas update_canvas @captured = nil if !@canvas.busy? when :keyframe_particle_pane update_keyframe_particle_pane @captured = nil if !@keyframe_particle_pane.busy? when :particle_list update_particle_list @captured = nil if !@particle_list.busy? end else update_canvas update_keyframe_particle_pane update_particle_list end 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