# 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) def initialize(anim_id, anim) @anim_id = anim_id @anim = anim @keyframe = 0 @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 = ControlPane.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). set_side_panes_contents refresh end def dispose @screen_bitmap.dispose @canvas.dispose @keyframe_particle_pane.dispose @viewport.dispose 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 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) end def get_keyframe_particle_value(particle, frame, property) if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property) raise _INTL("Couldn't get default value for property {1} for particle {2}.", property, particle[:name]) end ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false] if particle[property] # NOTE: The commands are already in keyframe order, so we can just run # through them in order, applying their changes until we reach # frame. particle[property].each do |cmd| break if cmd[0] > frame # Command is in the future; no more is needed break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet if cmd[0] + cmd[1] <= frame # Command has finished; use its end value ret[0] = cmd[2] next end # In a "MoveXYZ" command; need to interpolate ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i ret[1] = true # Interpolating break end end # NOTE: Particles are assumed to be not visible at the start of the # animation, and automatically become visible when the particle has # its first command. This does not apply to the "User" and "Target" # particles, which start the animation visible. if property == :visible first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1 first_visible_cmd = -1 if first_cmd < 0 particle.each_pair do |prop, value| next if !value.is_a?(Array) || value.length == 0 first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0] first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0]) end end ret[0] = true if first_cmd >= 0 && first_cmd <= frame && (first_visible_cmd < 0 || frame < first_visible_cmd) end return ret end def get_all_keyframe_particle_values(particle, frame) ret = {} GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default| ret[prop] = get_keyframe_particle_value(particle, frame, prop) end return ret end def refresh_keyframe_particle_pane if @particle < 0 || !@anim[:particles][@particle] @keyframe_particle_pane.visible = false else @keyframe_particle_pane.visible = true new_vals = get_all_keyframe_particle_values(@anim[:particles][@particle], @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.value = new_vals[ctrl[0]][0] # TODO: new_vals[ctrl[0]][1] is whether the value is being interpolated, # which should be indicated somehow in ctrl. end end end def refresh # Set all side pane controls to values from animation refresh_keyframe_particle_pane 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 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 update_canvas update_keyframe_particle_pane 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