Files
infinitefusion-e18/Data/Scripts/910_New anim editor/001_anim selection.rb
2023-08-28 22:41:48 +01:00

98 lines
3.2 KiB
Ruby

# TODO: Come up with a better name for this class. I'm not sure I want to merge
# this class with the editor class.
class AnimationEditorLoadScreen
WINDOW_WIDTH = Settings::SCREEN_WIDTH + (32 * 10)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + (32 * 10)
ANIMATIONS_LIST_X = 4
ANIMATIONS_LIST_Y = 4
ANIMATIONS_LIST_WIDTH = 300
ANIMATIONS_LIST_HEIGHT = WINDOW_HEIGHT - (ANIMATIONS_LIST_Y * 2)
def initialize
@viewport = Viewport.new(0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, @viewport)
draw_editor_background
end
def dispose
@screen_bitmap.dispose
@viewport.dispose
end
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(
0, 0, AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT, Color.black
)
# Outline around animations list
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 3, ANIMATIONS_LIST_Y - 3,
ANIMATIONS_LIST_WIDTH + 6, ANIMATIONS_LIST_HEIGHT + 6, Color.white
)
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 2, ANIMATIONS_LIST_Y - 2,
ANIMATIONS_LIST_WIDTH + 4, ANIMATIONS_LIST_HEIGHT + 4, Color.black
)
@screen_bitmap.bitmap.outline_rect(
ANIMATIONS_LIST_X - 1, ANIMATIONS_LIST_Y - 1,
ANIMATIONS_LIST_WIDTH + 2, ANIMATIONS_LIST_HEIGHT + 2, Color.white
)
# Fill the animations list with white
@screen_bitmap.bitmap.fill_rect(
ANIMATIONS_LIST_X, ANIMATIONS_LIST_Y, ANIMATIONS_LIST_WIDTH, ANIMATIONS_LIST_HEIGHT, Color.white
)
end
def update
# TODO: Update the controls (animations list, Load button, etc.).
end
def run
Input.text_input = false
loop do
inputting_text = Input.text_input
Graphics.update
Input.update
update
if !inputting_text
break if Input.trigger?(Input::BACK)
end
# Open editor with animation
# TODO: If the Load button is pressed while an animation is selected.
if Input.trigger?(Input::USE)
# TODO: Add animation to be edited as an argument.
screen = AnimationEditor.new
screen.run
end
end
dispose
end
end
#===============================================================================
# Start
#===============================================================================
def test_anim_editor
Graphics.resize_screen(AnimationEditor::WINDOW_WIDTH, AnimationEditor::WINDOW_HEIGHT)
pbSetResizeFactor(1)
screen = AnimationEditorLoadScreen.new
screen.run
Graphics.resize_screen(Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT)
pbSetResizeFactor($PokemonSystem.screensize)
$game_map&.autoplay
end
#===============================================================================
# Add to Debug menu
#===============================================================================
MenuHandlers.add(:debug_menu, :use_pc, {
"name" => "Test new animation editor",
"parent" => :main,
"description" => "Test new animation editor",
"effect" => proc {
test_anim_editor
}
})