Files
infinitefusion-e18/Data/Scripts/904_Anim Editor/001_AnimationEditor.rb

1059 lines
46 KiB
Ruby

#===============================================================================
#
#===============================================================================
class AnimationEditor
BORDER_THICKNESS = 4
WINDOW_WIDTH = Settings::SCREEN_WIDTH + 352 + (BORDER_THICKNESS * 4)
WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + 352 + (BORDER_THICKNESS * 4)
# Components
MENU_BAR_WIDTH = WINDOW_WIDTH
MENU_BAR_HEIGHT = 30
CANVAS_X = BORDER_THICKNESS
CANVAS_Y = MENU_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)
SIDE_PANE_DELETE_MARGIN = 32
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
# Pop-up windows
MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
MESSAGE_BOX_HEIGHT = 160
MESSAGE_BOX_BUTTON_WIDTH = 150
MESSAGE_BOX_BUTTON_HEIGHT = 32
MESSAGE_BOX_SPACING = 16
ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80
ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
CHOOSER_BUTTON_WIDTH = 150
CHOOSER_BUTTON_HEIGHT = MESSAGE_BOX_BUTTON_HEIGHT
CHOOSER_FILE_LIST_X = 8
CHOOSER_FILE_LIST_Y = 32
CHOOSER_FILE_LIST_WIDTH = CHOOSER_BUTTON_WIDTH * 2
CHOOSER_FILE_LIST_HEIGHT = UIControls::List::ROW_HEIGHT * 15
GRAPHIC_CHOOSER_PREVIEW_SIZE = 320 # Square
GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8
GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
GRAPHIC_CHOOSER_X = ((WINDOW_WIDTH - GRAPHIC_CHOOSER_WINDOW_WIDTH) / 2)
GRAPHIC_CHOOSER_Y = ((WINDOW_HEIGHT - GRAPHIC_CHOOSER_WINDOW_HEIGHT) / 2)
AUDIO_CHOOSER_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X
AUDIO_CHOOSER_SLIDER_WIDTH = (CHOOSER_BUTTON_WIDTH * 2) - AUDIO_CHOOSER_LABEL_WIDTH
AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4
AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8
AUDIO_CHOOSER_X = ((WINDOW_WIDTH - AUDIO_CHOOSER_WINDOW_WIDTH) / 2)
AUDIO_CHOOSER_Y = ((WINDOW_HEIGHT - AUDIO_CHOOSER_WINDOW_HEIGHT) / 2)
# This list of animations was gathered manually by looking at all instances of
# pbCommonAnimation.
COMMON_ANIMATIONS = [
"Attract", "BanefulBunker", "BeakBlast", "Bind", "Burn",
"Clamp", "Confusion", "CraftyShield", "EatBerry", "ElectricTerrain",
"FireSpin", "FocusPunch", "Frozen", "GrassyTerrain", "Hail",
"HarshSun", "HealingWish", "HealthDown", "HealthUp", "HeavyRain",
"Infestation", "KingsShield", "LeechSeed", "LevelUp", "LunarDance",
"MagmaStorm", "MegaEvolution", "MegaEvolution2", "MistyTerrain", "Obstruct",
"Octolock", "Paralysis", "ParentalBond", "Poison", "Powder",
"PrimalGroudon", "PrimalGroudon2", "PrimalKyogre", "PrimalKyogre2", "Protect",
"PsychicTerrain", "QuickGuard", "Rain", "Rainbow", "RainbowOpp",
"Sandstorm", "SandTomb", "SeaOfFire", "SeaOfFireOpp", "Shadow",
"ShadowSky", "ShellTrap", "Shiny", "Sleep", "SpikyShield",
"StatDown", "StatUp", "StrongWinds", "Sun", "SuperShiny",
"Swamp", "SwampOpp", "Toxic", "UseItem", "WideGuard",
"Wrap"
]
DELETABLE_COMMAND_PANE_PROPERTIES = [
:x, :y, :z, :frame, :visible, :opacity, :zoom_x, :zoom_y, :angle, :flip, :blending
]
DELETABLE_COLOR_TONE_PANE_PROPERTIES = [
:color_red, :color_green, :color_blue, :color_alpha,
:tone_red, :tone_green, :tone_blue, :tone_gray
]
#-----------------------------------------------------------------------------
def initialize(anim_id, anim)
load_settings
@anim_id = anim_id
@anim = anim
@pbs_path = anim[:pbs_path]
@property_pane = :commands_pane
@quit = false
initialize_viewports
initialize_bitmaps
initialize_components
@captured = nil
set_components_contents
refresh
end
def initialize_viewports
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@canvas_viewport = Viewport.new(CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT)
@canvas_viewport.z = @viewport.z
@pop_up_viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@pop_up_viewport.z = @viewport.z + 50
end
def initialize_bitmaps
# Background for main editor
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@screen_bitmap.z = -100
# Background in which to draw the outline of the SE list box in the SE side pane
@se_list_box_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
@se_list_box_bitmap.z = -90
@se_list_box_bitmap.visible = false
# Semi-transparent black overlay to dim the screen while a pop-up window is open
@pop_up_bg_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @pop_up_viewport)
@pop_up_bg_bitmap.z = -100
@pop_up_bg_bitmap.visible = false
# Draw in these bitmaps
draw_editor_background
end
def initialize_components
@components = {}
# Menu bar
@components[:menu_bar] = AnimationEditor::MenuBar.new(0, 0, MENU_BAR_WIDTH, MENU_BAR_HEIGHT, @viewport)
# Canvas
@components[:canvas] = AnimationEditor::Canvas.new(@canvas_viewport, @anim, @settings)
# Side panes
[:commands_pane, :color_tone_pane, :se_pane, :particle_pane, :keyframe_pane].each do |pane|
@components[pane] = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT,
([:commands_pane, :color_tone_pane].include?(pane)) ? SIDE_PANE_DELETE_MARGIN : 0)
end
# Timeline/particle list
@components[:particle_list] = AnimationEditor::ParticleList.new(
PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
)
@components[:particle_list].set_interactive_rects
# Play controls
@components[:play_controls] = AnimationEditor::PlayControls.new(
PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, @viewport
)
# Animation properties pop-up window
@components[:animation_properties] = UIControls::ControlsContainer.new(
ANIM_PROPERTIES_X + 4, ANIM_PROPERTIES_Y, ANIM_PROPERTIES_WIDTH - 8, ANIM_PROPERTIES_HEIGHT
)
@components[:animation_properties].viewport.z = @pop_up_viewport.z + 1
@components[:animation_properties].label_offset_x = 170
# Graphic chooser pop-up window
@components[:graphic_chooser] = UIControls::ControlsContainer.new(
GRAPHIC_CHOOSER_X, GRAPHIC_CHOOSER_Y, GRAPHIC_CHOOSER_WINDOW_WIDTH, GRAPHIC_CHOOSER_WINDOW_HEIGHT
)
@components[:graphic_chooser].viewport.z = @pop_up_viewport.z + 1
# Audio chooser pop-up window
@components[:audio_chooser] = UIControls::ControlsContainer.new(
AUDIO_CHOOSER_X, AUDIO_CHOOSER_Y, AUDIO_CHOOSER_WINDOW_WIDTH, AUDIO_CHOOSER_WINDOW_HEIGHT
)
@components[:audio_chooser].viewport.z = @pop_up_viewport.z + 1
end
def dispose
@screen_bitmap.dispose
@se_list_box_bitmap.dispose
@pop_up_bg_bitmap.dispose
@components.each_value { |c| c.dispose }
@components.clear
@viewport.dispose
@canvas_viewport.dispose
@pop_up_viewport.dispose
end
#-----------------------------------------------------------------------------
def keyframe
return @components[:particle_list].keyframe
end
def particle_index
return @components[:particle_list].particle_index
end
def load_settings
# TODO: Load these from a saved file.
@settings = {
:side_sizes => [1, 1],
:user_index => 0,
:target_indices => [1],
:user_opposes => false,
# TODO: Ideally be able to independently choose base graphics, which will
# be a separate setting here.
:canvas_bg => "indoor1",
# NOTE: These sprite names are also used in Pokemon.play_cry and so should
# be a species ID (being a string is fine).
:user_sprite_name => "ARCANINE",
:target_sprite_name => "CHARIZARD"
}
end
def save
GameData::Animation.register(@anim, @anim_id)
Compiler.write_battle_animation_file(@anim[:pbs_path])
if @anim[:pbs_path] != @pbs_path
if GameData::Animation::DATA.any? { |_key, anim| anim.pbs_path == @pbs_path }
Compiler.write_battle_animation_file(@pbs_path)
elsif FileTest.exist?("PBS/Animations/" + @pbs_path + ".txt")
File.delete("PBS/Animations/" + @pbs_path + ".txt")
end
@pbs_path = @anim[:pbs_path]
end
end
#-----------------------------------------------------------------------------
#-----------------------------------------------------------------------------
# Returns the animation's name for display in the menu bar and elsewhere.
def get_animation_display_name
ret = ""
case @anim[:type]
when :move then ret += _INTL("[Move]")
when :opp_move then ret += _INTL("[Foe Move]")
when :common then ret += _INTL("[Common]")
when :opp_common then ret += _INTL("[Foe Common]")
else
raise _INTL("Unknown animation type.")
end
case @anim[:type]
when :move, :opp_move
move_data = GameData::Move.try_get(@anim[:move])
move_name = (move_data) ? move_data.name : @anim[:move]
ret += " " + move_name
when :common, :opp_common
ret += " " + @anim[:move]
end
ret += " (" + @anim[:version].to_s + ")" if @anim[:version] > 0
ret += " - " + @anim[:name] if @anim[:name]
return ret
end
#-----------------------------------------------------------------------------
def set_menu_bar_contents
@components[:menu_bar].add_button(:quit, _INTL("Quit"))
@components[:menu_bar].add_button(:save, _INTL("Save"))
@components[:menu_bar].add_name_button(:name, get_animation_display_name)
end
def set_canvas_contents
end
def add_side_pane_tab_buttons(component, pane)
next_pos_x, next_pos_y = pane.next_control_position
# TODO: Add masking tab and properties.
[
[:commands_pane, :general_tab, _INTL("General")],
[:color_tone_pane, :color_tone_tab, _INTL("Color/Tone")],
# [:masking_pane, :masking_tab, _INTL("Masking")]
].each_with_index do |tab, i|
btn = UIControls::Button.new(100, 28, pane.viewport, tab[2])
btn.set_fixed_size
btn.disable if tab[0] == component
pane.add_control_at(tab[1], btn, next_pos_x, next_pos_y)
next_pos_x += btn.width
end
pane.increment_row_count(1)
end
def generate_delete_property_button_bitmaps
delete_bitmap = Bitmap.new(16, 16)
delete_disabled_bitmap = Bitmap.new(16, 16)
14.times do |i|
case i
when 0, 13 then wid = 3
when 1, 12 then wid = 4
else wid = 5
end
delete_bitmap.fill_rect([i - 1, 1].max, i + 1, wid, 1, Color.red)
delete_bitmap.fill_rect([i - 1, 1].max, 14 - i, wid, 1, Color.red)
delete_disabled_bitmap.fill_rect([i - 1, 1].max, i + 1, wid, 1, Color.new(160, 160, 160))
delete_disabled_bitmap.fill_rect([i - 1, 1].max, 14 - i, wid, 1, Color.new(160, 160, 160))
end
return delete_bitmap, delete_disabled_bitmap
end
def set_commands_pane_contents
pane = @components[:commands_pane]
pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
# Tab buttons
add_side_pane_tab_buttons(:commands_pane, pane)
# Properties
pane.add_labelled_number_text_box(:x, _INTL("X"), -999, 999, 0)
pane.add_labelled_number_text_box(:y, _INTL("Y"), -999, 999, 0)
pane.add_labelled_number_slider(:z, _INTL("Priority"), -50, 50, 0)
# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
# a choice of front/back/same as the main sprite/opposite of the main
# sprite. Will need two controls in the same space, which is doable.
# Will also need to change the graphic chooser to only have "user"/
# "target" options rather than all the variants that this control
# would manage.
pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
pane.add_labelled_number_text_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100)
pane.add_labelled_number_text_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100)
pane.add_labelled_number_text_box(:angle, _INTL("Angle"), -1080, 1080, 0)
pane.add_labelled_checkbox(:flip, _INTL("Flip"), false)
pane.add_labelled_dropdown_list(:blending, _INTL("Blending"), {
0 => _INTL("None"),
1 => _INTL("Additive"),
2 => _INTL("Subtractive")
}, 0)
# TODO: Add buttons that shift all commands from the current keyframe and
# later forwards/backwards in time?
# Add all "delete" buttons
delete_bitmap, delete_disabled_bitmap = generate_delete_property_button_bitmaps
DELETABLE_COMMAND_PANE_PROPERTIES.each do |property|
parent = pane.get_control(property)
btn = UIControls::BitmapButton.new(parent.x + parent.width + 6, parent.y + 2,
pane.viewport, delete_bitmap, delete_disabled_bitmap)
btn.set_interactive_rects
pane.controls.push([(property.to_s + "_delete").to_sym, btn])
end
end
def set_color_tone_pane_contents
pane = @components[:color_tone_pane]
pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
# Tab buttons
add_side_pane_tab_buttons(:color_tone_pane, pane)
# Properties
pane.add_labelled_number_slider(:color_red, _INTL("Color Red"), 0, 255, 0)
pane.add_labelled_number_slider(:color_green, _INTL("Color Green"), 0, 255, 0)
pane.add_labelled_number_slider(:color_blue, _INTL("Color Blue"), 0, 255, 0)
pane.add_labelled_number_slider(:color_alpha, _INTL("Color Alpha"), 0, 255, 0)
pane.add_labelled_number_slider(:tone_red, _INTL("Tone Red"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_green, _INTL("Tone Green"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_blue, _INTL("Tone Blue"), -255, 255, 0)
pane.add_labelled_number_slider(:tone_gray, _INTL("Tone Gray"), 0, 255, 0)
# Add all "delete" buttons
delete_bitmap, delete_disabled_bitmap = generate_delete_property_button_bitmaps
DELETABLE_COLOR_TONE_PANE_PROPERTIES.each do |property|
parent = pane.get_control(property)
btn = UIControls::BitmapButton.new(parent.x + parent.width + 6, parent.y + 2,
pane.viewport, delete_bitmap, delete_disabled_bitmap)
btn.set_interactive_rects
pane.controls.push([(property.to_s + "_delete").to_sym, btn])
end
end
def set_se_pane_contents
pane = @components[:se_pane]
pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
size = pane.control_size
size[0] -= 10
size[1] = UIControls::List::ROW_HEIGHT * 5 # 5 rows
list = UIControls::List.new(*size, pane.viewport, [])
pane.add_control_at(:list, list, 5, 30)
button_height = UIControls::ControlsContainer::LINE_SPACING
add = UIControls::Button.new(101, button_height, pane.viewport, _INTL("Add"))
add.set_fixed_size
pane.add_control_at(:add, add, 1, 154)
edit = UIControls::Button.new(100, button_height, pane.viewport, _INTL("Edit"))
edit.set_fixed_size
pane.add_control_at(:edit, edit, 102, 154)
delete = UIControls::Button.new(101, button_height, pane.viewport, _INTL("Delete"))
delete.set_fixed_size
pane.add_control_at(:delete, delete, 202, 154)
end
def set_particle_pane_contents
pane = @components[:particle_pane]
pane.add_header_label(:header, _INTL("Edit particle properties"))
pane.add_labelled_text_box(:name, _INTL("Name"), "")
pane.get_control(:name).set_blacklist("User", "Target", "SE")
pane.add_labelled_label(:graphic_name, _INTL("Graphic"), "")
pane.add_labelled_button(:graphic, "", _INTL("Change"))
pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {}, :undefined)
# FlipIfFoe
# RotateIfFoe
pane.add_button(:duplicate, _INTL("Duplicate this particle"))
pane.add_button(:delete, _INTL("Delete this particle"))
# Shift all command timings by X keyframes (text box and button)
# Move particle up/down the list?
end
# TODO: :keyframe_pane is currently inaccessible (intentionally). If it will
# have its own commands and should be accessible again, change def
# on_mouse_release in ParticleList.
def set_keyframe_pane_contents
keyframe_pane = @components[:keyframe_pane]
keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
# TODO: Various command-shifting options.
end
def set_side_panes_contents
set_commands_pane_contents
set_color_tone_pane_contents
set_se_pane_contents
set_particle_pane_contents
set_keyframe_pane_contents
end
def set_particle_list_contents
@components[:particle_list].set_particles(@anim[:particles])
end
def set_play_controls_contents
@components[:play_controls].duration = @components[:particle_list].duration
end
def set_animation_properties_contents
anim_properties = @components[:animation_properties]
anim_properties.add_header_label(:header, _INTL("Animation properties"))
anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
anim_properties.add_labelled_dropdown_list(:type, _INTL("Animation type"), {
:move => _INTL("Move"),
:common => _INTL("Common")
}, :move)
anim_properties.add_labelled_checkbox(:opp_variant, _INTL("User is opposing?"), false)
anim_properties.add_labelled_text_box_dropdown_list(:move, "", [], "")
move_ctrl = anim_properties.get_control(:move)
move_ctrl.max_rows = 16
anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
anim_properties.add_labelled_text_box(:name, _INTL("Name"), "")
# TODO: Have two TextBoxes, one for folder and one for filename?
anim_properties.add_labelled_text_box(:pbs_path, _INTL("PBS filepath"), "")
anim_properties.add_labelled_checkbox(:has_user, _INTL("Involves a user?"), true)
anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
# TODO: Flags control. Includes a List, TextBox and some add/delete Buttons.
anim_properties.add_button(:close, _INTL("Close"))
anim_properties.visible = false
end
def set_graphic_chooser_contents
graphic_chooser = @components[:graphic_chooser]
graphic_chooser.add_header_label(:header, _INTL("Choose a file"))
# List of files
list = UIControls::List.new(CHOOSER_FILE_LIST_WIDTH, CHOOSER_FILE_LIST_HEIGHT, graphic_chooser.viewport, [])
graphic_chooser.add_control_at(:list, list, CHOOSER_FILE_LIST_X, CHOOSER_FILE_LIST_Y)
# Buttons
[[:ok, _INTL("OK")], [:cancel, _INTL("Cancel")]].each_with_index do |option, i|
btn = UIControls::Button.new(CHOOSER_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, graphic_chooser.viewport, option[1])
btn.set_fixed_size
graphic_chooser.add_control_at(option[0], btn,
CHOOSER_FILE_LIST_X + (CHOOSER_BUTTON_WIDTH * i),
CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 4)
end
graphic_chooser.visible = false
end
def set_audio_chooser_contents
audio_chooser = @components[:audio_chooser]
audio_chooser.add_header_label(:header, _INTL("Choose a file"))
# List of files
list = UIControls::List.new(CHOOSER_FILE_LIST_WIDTH, CHOOSER_FILE_LIST_HEIGHT, audio_chooser.viewport, [])
audio_chooser.add_control_at(:list, list, CHOOSER_FILE_LIST_X, CHOOSER_FILE_LIST_Y)
# Buttons
[[:ok, _INTL("OK")], [:cancel, _INTL("Cancel")]].each_with_index do |option, i|
btn = UIControls::Button.new(CHOOSER_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, audio_chooser.viewport, option[1])
btn.set_fixed_size
audio_chooser.add_control_at(option[0], btn,
CHOOSER_FILE_LIST_X + (CHOOSER_BUTTON_WIDTH * i),
CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 4)
end
# Volume and pitch sliders
[[:volume, _INTL("Volume"), 0, 100], [:pitch, _INTL("Pitch"), 0, 200]].each_with_index do |option, i|
label = UIControls::Label.new(AUDIO_CHOOSER_LABEL_WIDTH, 28, audio_chooser.viewport, option[1])
audio_chooser.add_control_at((option[0].to_s + "_label").to_sym, label,
list.x + list.width + 8, list.y + (28 * i))
slider = UIControls::NumberSlider.new(AUDIO_CHOOSER_SLIDER_WIDTH, 28, audio_chooser.viewport, option[2], option[3], 100)
audio_chooser.add_control_at(option[0], slider, label.x + label.width, label.y)
end
# Playback buttons
[[:play, _INTL("Play")], [:stop, _INTL("Stop")]].each_with_index do |option, i|
btn = UIControls::Button.new(CHOOSER_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, audio_chooser.viewport, option[1])
btn.set_fixed_size
audio_chooser.add_control_at(option[0], btn,
list.x + list.width + 8 + (CHOOSER_BUTTON_WIDTH * i),
list.y + (28 * 2))
end
audio_chooser.visible = false
end
def set_components_contents
set_menu_bar_contents
set_canvas_contents
set_side_panes_contents
set_particle_list_contents
set_play_controls_contents # Intentionally after set_particle_list_contents
set_animation_properties_contents
set_graphic_chooser_contents
set_audio_chooser_contents
end
#-----------------------------------------------------------------------------
def draw_editor_background
# Fill the whole screen with white
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.white)
# Outline around elements
@screen_bitmap.bitmap.border_rect(CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT,
BORDER_THICKNESS, Color.white, Color.black)
@screen_bitmap.bitmap.border_rect(PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT,
BORDER_THICKNESS, Color.white, Color.black)
@screen_bitmap.bitmap.border_rect(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT,
BORDER_THICKNESS, Color.white, Color.black)
@screen_bitmap.bitmap.border_rect(PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT,
BORDER_THICKNESS, Color.white, Color.black)
# Draw box around SE list box in side pane
@se_list_box_bitmap.bitmap.outline_rect(SIDE_PANE_X + 3, SIDE_PANE_Y + 24 + 4,
SIDE_PANE_WIDTH - 6, (5 * UIControls::List::ROW_HEIGHT) + 4, Color.black)
# Make the pop-up background semi-transparent
@pop_up_bg_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.new(0, 0, 0, 128))
end
#-----------------------------------------------------------------------------
def refresh_component_visibility(component_sym)
component = @components[component_sym]
# Panes are all mutually exclusive
case component_sym
when :commands_pane, :color_tone_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@anim[:particles][particle_index][:name] != "SE") &&
@property_pane == component_sym
when :se_pane
component.visible = (keyframe >= 0 && particle_index >= 0 &&
@anim[:particles][particle_index] &&
@anim[:particles][particle_index][:name] == "SE")
@se_list_box_bitmap.visible = component.visible
when :particle_pane
component.visible = (keyframe < 0 && particle_index >= 0)
when :keyframe_pane
component.visible = (keyframe >= 0 && particle_index < 0)
end
end
def refresh_move_property_options
ctrl = @components[:animation_properties].get_control(:move)
case @anim[:type]
when :move, :opp_move
# TODO: Cache this list?
move_list = []
GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
move_list.push(["STRUGGLE", _INTL("Struggle")]) if move_list.none? { |val| val[0] == "STRUGGLE" }
move_list.sort! { |a, b| a[1] <=> b[1] }
ctrl.values = move_list.to_h
when :common, :opp_common
ctrl.values = COMMON_ANIMATIONS
end
end
def refresh_component_values(component_sym)
component = @components[component_sym]
case component_sym
when :canvas
component.keyframe = keyframe
component.selected_particle = particle_index
when :commands_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
component.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
# Set an appropriate range for the priority (z) property depending on the
# particle's focus
case @anim[:particles][particle_index][:focus]
when :user_and_target
component.get_control(:z).min_value = GameData::Animation::USER_AND_TARGET_SEPARATION[2] - 50
component.get_control(:z).max_value = 50
else
component.get_control(:z).min_value = -50
component.get_control(:z).max_value = 50
end
# Disable the "Frame" control if the particle's graphic is predefined to
# be the user's or target's sprite
# TODO: Also disable it if the particle's graphic isn't a spritesheet.
if ["USER", "USER_OPP", "USER_FRONT", "USER_BACK",
"TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"].include?(@anim[:particles][particle_index][:graphic])
component.get_control(:frame).disable
else
component.get_control(:frame).enable
end
# Enable/disable property delete buttons
DELETABLE_COMMAND_PANE_PROPERTIES.each do |property|
if AnimationEditor::ParticleDataHelper.has_command_at?(@anim[:particles][particle_index], property, keyframe)
component.get_control((property.to_s + "_delete").to_sym).enable
else
component.get_control((property.to_s + "_delete").to_sym).disable
end
end
when :color_tone_pane
new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
component.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
# Enable/disable property delete buttons
DELETABLE_COLOR_TONE_PANE_PROPERTIES.each do |property|
if AnimationEditor::ParticleDataHelper.has_command_at?(@anim[:particles][particle_index], property, keyframe)
component.get_control((property.to_s + "_delete").to_sym).enable
else
component.get_control((property.to_s + "_delete").to_sym).disable
end
end
when :se_pane
se_particle = @anim[:particles].select { |p| p[:name] == "SE" }[0]
kyfrm = keyframe
# Populate list of files
list = []
se_particle.each_pair do |property, values|
next if !values.is_a?(Array)
values.each do |val|
next if val[0] != kyfrm
text = AnimationEditor::ParticleDataHelper.get_se_display_text(property, val)
case property
when :user_cry then list.push(["USER", text])
when :target_cry then list.push(["TARGET", text])
when :se then list.push([val[2], text])
end
end
end
list.sort! { |a, b| a[1].downcase <=> b[1].downcase }
component.get_control(:list).values = list
# Enable/disable the "Edit" and "Delete" buttons
if list.length > 0 && component.get_control(:list).value
component.get_control(:edit).enable
component.get_control(:delete).enable
else
component.get_control(:edit).disable
component.get_control(:delete).disable
end
when :particle_pane
# Display particle's graphic's name
new_vals = AnimationEditor::ParticleDataHelper.get_all_particle_values(@anim[:particles][particle_index])
component.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
graphic_name = @anim[:particles][particle_index][:graphic]
graphic_override_names = {
"USER" => _INTL("[[User's sprite]]"),
"USER_OPP" => _INTL("[[User's other side sprite]]"),
"USER_FRONT" => _INTL("[[User's front sprite]]"),
"USER_BACK" => _INTL("[[User's back sprite]]"),
"TARGET" => _INTL("[[Target's sprite]]"),
"TARGET_OPP" => _INTL("[[Target's other side sprite]]"),
"TARGET_FRONT" => _INTL("[[Target's front sprite]]"),
"TARGET_BACK" => _INTL("[[Target's back sprite]]"),
}
graphic_name = graphic_override_names[graphic_name] if graphic_override_names[graphic_name]
component.get_control(:graphic_name).text = graphic_name
# Enable/disable the Graphic and Focus controls for "User"/"Target"
if ["User", "Target"].include?(@anim[:particles][particle_index][:name])
component.get_control(:graphic).disable
component.get_control(:focus).disable
else
component.get_control(:graphic).enable
component.get_control(:focus).enable
end
# Enable/disable the Duplicate button
if ["SE"].include?(@anim[:particles][particle_index][:name])
component.get_control(:duplicate).disable
else
component.get_control(:duplicate).enable
end
# Enable/disable the Delete button
if ["User", "Target", "SE"].include?(@anim[:particles][particle_index][:name])
component.get_control(:delete).disable
else
component.get_control(:delete).enable
end
# Set the possible foci depending on whether the animation involves a user
# and target
focus_values = {
:foreground => _INTL("Foreground"),
:midground => _INTL("Midground"),
:background => _INTL("Background"),
:user => _INTL("User"),
:target => _INTL("Target"),
:user_and_target => _INTL("User and target"),
:user_side_foreground => _INTL("In front of user's side"),
:user_side_background => _INTL("Behind user's side"),
:target_side_foreground => _INTL("In front of target's side"),
:target_side_background => _INTL("Behind target's side")
}
if @anim[:no_user]
GameData::Animation::FOCUS_TYPES_WITH_USER.each { |f| focus_values.delete(f) }
end
if @anim[:no_target]
GameData::Animation::FOCUS_TYPES_WITH_TARGET.each { |f| focus_values.delete(f) }
end
component.get_control(:focus).values = focus_values
when :particle_list
# Disable the "move particle up/down" buttons if the selected particle
# can't move that way (or there is no selected particle)
cur_index = particle_index
if cur_index < 1 || @anim[:particles][cur_index][:name] == "SE"
component.get_control(:move_particle_up).disable
else
component.get_control(:move_particle_up).enable
end
if cur_index < 0 || cur_index >= @anim[:particles].length - 2
component.get_control(:move_particle_down).disable
else
component.get_control(:move_particle_down).enable
end
when :animation_properties
refresh_move_property_options
case @anim[:type]
when :move, :opp_move
component.get_control(:move_label).text = _INTL("Move")
component.get_control(:move).value = @anim[:move]
when :common, :opp_common
component.get_control(:move_label).text = _INTL("Common animation")
end
# TODO: Maybe other things as well?
end
end
def refresh_component(component_sym)
refresh_component_visibility(component_sym)
return if !@components[component_sym].visible
refresh_component_values(component_sym)
@components[component_sym].refresh
end
def refresh
@components.each_key { |sym| refresh_component(sym) }
end
#-----------------------------------------------------------------------------
def apply_changed_value(component_sym, property, value)
case component_sym
when :menu_bar
case property
when :quit
@quit = true
when :save
save
when :name
edit_animation_properties
@components[:menu_bar].anim_name = get_animation_display_name
# TODO: May need to refresh other things.
refresh_component(:particle_list)
end
when :canvas
case property
when :particle_index
@components[:particle_list].particle_index = value
refresh
when :x, :y
particle = @anim[:particles][particle_index]
prop = property
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
if new_cmds
particle[prop] = new_cmds
else
particle.delete(prop)
end
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh
end
when :play_controls
# TODO: Will the play controls ever signal themselves as changed? I don't
# think so.
when :commands_pane, :color_tone_pane
case property
when :general_tab
@property_pane = :commands_pane
refresh_component(component_sym)
refresh_component(@property_pane)
when :color_tone_tab
@property_pane = :color_tone_pane
refresh_component(component_sym)
refresh_component(@property_pane)
else
particle = @anim[:particles][particle_index]
prop = property
if property.to_s[/_delete$/]
prop = property.to_s.sub(/_delete$/, "").to_sym
new_cmds = AnimationEditor::ParticleDataHelper.delete_command(particle, prop, keyframe)
else
new_cmds = AnimationEditor::ParticleDataHelper.add_command(particle, property, keyframe, value)
end
if new_cmds
particle[prop] = new_cmds
else
particle.delete(prop)
end
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(component_sym)
refresh_component(:canvas)
end
when :se_pane
case property
when :list # List
refresh_component(component_sym)
when :add # Button
new_file, new_volume, new_pitch = choose_audio_file("", 100, 100)
if new_file != ""
particle = @anim[:particles][particle_index]
AnimationEditor::ParticleDataHelper.add_se_command(particle, keyframe, new_file, new_volume, new_pitch)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(component_sym)
end
when :edit # Button
particle = @anim[:particles][particle_index]
list = @components[component_sym].get_control(:list)
old_file = list.value
old_volume, old_pitch = AnimationEditor::ParticleDataHelper.get_se_values_from_filename_and_frame(particle, keyframe, old_file)
if old_file
new_file, new_volume, new_pitch = choose_audio_file(old_file, old_volume, old_pitch)
if new_file != old_file || new_volume != old_volume || new_pitch != old_pitch
AnimationEditor::ParticleDataHelper.delete_se_command(particle, keyframe, old_file)
AnimationEditor::ParticleDataHelper.add_se_command(particle, keyframe, new_file, new_volume, new_pitch)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(component_sym)
end
end
when :delete # Button
particle = @anim[:particles][particle_index]
list = @components[component_sym].get_control(:list)
old_file = list.value
if old_file
AnimationEditor::ParticleDataHelper.delete_se_command(particle, keyframe, old_file)
@components[:particle_list].change_particle_commands(particle_index)
@components[:play_controls].duration = @components[:particle_list].duration
refresh_component(component_sym)
end
end
when :particle_pane
case property
when :graphic # Button
p_index = particle_index
new_file = choose_graphic_file(@anim[:particles][p_index][:graphic])
if @anim[:particles][p_index][:graphic] != new_file
@anim[:particles][p_index][:graphic] = new_file
refresh_component(component_sym)
refresh_component(:canvas)
end
when :duplicate
AnimationEditor::ParticleDataHelper.duplicate_particle(@anim[:particles], particle_index)
@components[:particle_list].add_particle(particle_index + 1)
@components[:particle_list].set_particles(@anim[:particles])
@components[:particle_list].particle_index = particle_index + 1
refresh
when :delete
if confirm_message(_INTL("Are you sure you want to delete this particle?"))
AnimationEditor::ParticleDataHelper.delete_particle(@anim[:particles], particle_index)
@components[:particle_list].delete_particle(particle_index)
@components[:particle_list].set_particles(@anim[:particles])
@components[:particle_list].keyframe = 0 if @anim[:particles][particle_index][:name] == "SE"
refresh
end
else
particle = @anim[:particles][particle_index]
new_cmds = AnimationEditor::ParticleDataHelper.set_property(particle, property, value)
@components[:particle_list].change_particle(particle_index)
refresh_component(component_sym)
refresh_component(:canvas)
end
when :keyframe_pane
# TODO: Stuff here once I decide what controls to add.
when :particle_list
case property
when :add_particle
new_idx = particle_index
if new_idx >= 0
new_idx += 1
new_idx = @anim[:particles].length - 1 if new_idx == 0 || new_idx >= @anim[:particles].length
end
AnimationEditor::ParticleDataHelper.add_particle(@anim[:particles], new_idx)
@components[:particle_list].add_particle(new_idx)
@components[:particle_list].set_particles(@anim[:particles])
@components[:particle_list].particle_index = (new_idx >= 0) ? new_idx : @anim[:particles].length - 2
@components[:particle_list].keyframe = -1
refresh
when :move_particle_up
idx1 = particle_index
idx2 = idx1 - 1
AnimationEditor::ParticleDataHelper.swap_particles(@anim[:particles], idx1, idx2)
@components[:particle_list].swap_particles(idx1, idx2)
@components[:particle_list].set_particles(@anim[:particles])
@components[:particle_list].particle_index = idx2
refresh
when :move_particle_down
idx1 = particle_index
idx2 = idx1 + 1
AnimationEditor::ParticleDataHelper.swap_particles(@anim[:particles], idx1, idx2)
@components[:particle_list].swap_particles(idx1, idx2)
@components[:particle_list].set_particles(@anim[:particles])
@components[:particle_list].particle_index = idx2
refresh
when :cycle_interpolation
# value is [particle index, property, keyframe]
# Get current interpolation type
interp_type = nil
@anim[:particles][value[0]][value[1]].each do |cmd|
next if cmd[0] != value[2]
interp_type = cmd[3] if !interp_type
end
interp_type ||= :none
# Get the interpolation type to change to
interps = GameData::Animation::INTERPOLATION_TYPES.values
idx = (interps.index(interp_type) + 1) % interps.length
interp_type = interps[idx]
# Set the new interpolation type
AnimationEditor::ParticleDataHelper.set_interpolation(@anim[:particles][value[0]], value[1], value[2], interp_type)
@components[:particle_list].change_particle_commands(value[0])
refresh_component(:commands_pane)
refresh_component(:canvas)
end
when :animation_properties
# TODO: Will changes here need to refresh any other components (e.g. side
# panes)? Probably.
case property
when :type, :opp_variant
type = @components[component_sym].get_control(:type).value
opp = @components[component_sym].get_control(:opp_variant).value
case type
when :move
@anim[:type] = (opp) ? :opp_move : :move
when :common
@anim[:type] = (opp) ? :opp_common : :common
end
refresh_component(component_sym)
refresh_component(:canvas)
when :pbs_path
txt = value.gsub!(/\.txt$/, "")
@anim[property] = txt
when :has_user
@anim[:no_user] = !value
if @anim[:no_user]
@anim[:particles].delete_if { |particle| particle[:name] == "User" }
@anim[:particles].each do |particle|
if ["USER", "USER_OPP", "USER_FRONT", "USER_BACK"].include?(particle[:graphic])
particle[:graphic] = GameData::Animation::PARTICLE_DEFAULT_VALUES[:graphic]
end
if GameData::Animation::FOCUS_TYPES_WITH_USER.include?(particle[:focus])
particle[:focus] = GameData::Animation::PARTICLE_DEFAULT_VALUES[:focus]
end
particle[:user_cry] = nil if particle[:name] == "SE"
end
@components[:particle_list].delete_particle(0)
elsif @anim[:particles].none? { |particle| particle[:name] == "User" }
@anim[:particles].insert(0, {
:name => "User", :focus => :user, :graphic => "USER"
})
@components[:particle_list].add_particle(0)
end
@components[:particle_list].set_particles(@anim[:particles])
refresh
when :has_target
@anim[:no_target] = !value
if @anim[:no_target]
@anim[:particles].delete_if { |particle| particle[:name] == "Target" }
@anim[:particles].each do |particle|
if ["TARGET", "TARGET_OPP", "TARGET_FRONT", "TARGET_BACK"].include?(particle[:graphic])
particle[:graphic] = GameData::Animation::PARTICLE_DEFAULT_VALUES[:graphic]
end
if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
particle[:focus] = GameData::Animation::PARTICLE_DEFAULT_VALUES[:focus]
end
particle[:target_cry] = nil if particle[:name] == "SE"
end
@components[:particle_list].delete_particle(@anim[:no_user] ? 0 : 1)
elsif @anim[:particles].none? { |particle| particle[:name] == "Target" }
@anim[:particles].insert((@anim[:no_user] ? 0 : 1), {
:name => "Target", :focus => :target, :graphic => "TARGET"
})
@components[:particle_list].add_particle((@anim[:no_user] ? 0 : 1))
end
@components[:particle_list].set_particles(@anim[:particles])
refresh
when :usable
@anim[:ignore] = !value
else
@anim[property] = value
end
end
end
def update
old_keyframe = keyframe
old_particle_index = particle_index
@components.each_pair do |sym, component|
next if @captured && @captured != sym
next if !component.visible
component.update
@captured = sym if component.busy?
if component.changed?
if sym == :particle_list
refresh if keyframe != old_keyframe || particle_index != old_particle_index
end
if component.respond_to?("values")
# TODO: Make undo/redo snapshot.
values = component.values
if values
values.each_pair do |property, value|
apply_changed_value(sym, property, value)
end
end
end
component.clear_changed
end
component.repaint if [:particle_list, :menu_bar].include?(sym)
if @captured
@captured = nil if !component.busy?
break
end
end
end
#-----------------------------------------------------------------------------
def run
Input.text_input = false
loop do
Graphics.update
Input.update
update
if @captured.nil? && @quit
case message(_INTL("Do you want to save changes to the animation?"),
[:yes, _INTL("Yes")], [:no, _INTL("No")], [:cancel, _INTL("Cancel")])
when :yes
save
when :cancel
@quit = false
end
break if @quit
end
end
dispose
end
end