mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
723 lines
32 KiB
Ruby
723 lines
32 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class AnimationEditor
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WINDOW_WIDTH = Settings::SCREEN_WIDTH + (32 * 10)
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WINDOW_HEIGHT = Settings::SCREEN_HEIGHT + (32 * 10)
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BORDER_THICKNESS = 4
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# Components
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MENU_BAR_WIDTH = WINDOW_WIDTH
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MENU_BAR_HEIGHT = 30
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CANVAS_X = BORDER_THICKNESS
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CANVAS_Y = MENU_BAR_HEIGHT + BORDER_THICKNESS
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CANVAS_WIDTH = Settings::SCREEN_WIDTH
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CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
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PLAY_CONTROLS_X = CANVAS_X
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PLAY_CONTROLS_Y = CANVAS_Y + CANVAS_HEIGHT + (BORDER_THICKNESS * 2)
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PLAY_CONTROLS_WIDTH = CANVAS_WIDTH
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PLAY_CONTROLS_HEIGHT = 64 - (BORDER_THICKNESS * 2)
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SIDE_PANE_X = CANVAS_X + CANVAS_WIDTH + (BORDER_THICKNESS * 2)
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SIDE_PANE_Y = CANVAS_Y
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SIDE_PANE_WIDTH = WINDOW_WIDTH - SIDE_PANE_X - BORDER_THICKNESS
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SIDE_PANE_HEIGHT = CANVAS_HEIGHT + PLAY_CONTROLS_HEIGHT + (BORDER_THICKNESS * 2)
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PARTICLE_LIST_X = BORDER_THICKNESS
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PARTICLE_LIST_Y = SIDE_PANE_Y + SIDE_PANE_HEIGHT + (BORDER_THICKNESS * 2)
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PARTICLE_LIST_WIDTH = WINDOW_WIDTH - (BORDER_THICKNESS * 2)
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PARTICLE_LIST_HEIGHT = WINDOW_HEIGHT - PARTICLE_LIST_Y - BORDER_THICKNESS
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# Pop-up windows
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ANIM_PROPERTIES_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X + 80
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ANIM_PROPERTIES_WIDTH = SIDE_PANE_WIDTH + 80 + 8
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ANIM_PROPERTIES_HEIGHT = WINDOW_HEIGHT * 3 / 4
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ANIM_PROPERTIES_X = (WINDOW_WIDTH - ANIM_PROPERTIES_WIDTH) / 2
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ANIM_PROPERTIES_Y = (WINDOW_HEIGHT - ANIM_PROPERTIES_HEIGHT) / 2
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MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
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MESSAGE_BOX_HEIGHT = 160
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MESSAGE_BOX_BUTTON_WIDTH = 150
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MESSAGE_BOX_BUTTON_HEIGHT = 32
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MESSAGE_BOX_SPACING = 16
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CHOOSER_BUTTON_WIDTH = 150
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CHOOSER_BUTTON_HEIGHT = MESSAGE_BOX_BUTTON_HEIGHT
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CHOOSER_FILE_LIST_X = 8
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CHOOSER_FILE_LIST_Y = 32
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CHOOSER_FILE_LIST_WIDTH = CHOOSER_BUTTON_WIDTH * 2
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CHOOSER_FILE_LIST_HEIGHT = UIControls::List::ROW_HEIGHT * 15
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GRAPHIC_CHOOSER_PREVIEW_SIZE = 320 # Square
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GRAPHIC_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 10 + GRAPHIC_CHOOSER_PREVIEW_SIZE + 8 + (BORDER_THICKNESS * 2)
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GRAPHIC_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
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GRAPHIC_CHOOSER_X = ((WINDOW_WIDTH - GRAPHIC_CHOOSER_WINDOW_WIDTH) / 2)
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GRAPHIC_CHOOSER_Y = ((WINDOW_HEIGHT - GRAPHIC_CHOOSER_WINDOW_HEIGHT) / 2)
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AUDIO_CHOOSER_LABEL_WIDTH = UIControls::ControlsContainer::OFFSET_FROM_LABEL_X
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AUDIO_CHOOSER_SLIDER_WIDTH = (CHOOSER_BUTTON_WIDTH * 2) - AUDIO_CHOOSER_LABEL_WIDTH
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AUDIO_CHOOSER_WINDOW_WIDTH = CHOOSER_FILE_LIST_X + CHOOSER_FILE_LIST_WIDTH + 8 + (CHOOSER_BUTTON_WIDTH * 2) + 4 + (BORDER_THICKNESS * 2)
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AUDIO_CHOOSER_WINDOW_HEIGHT = CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 10 + CHOOSER_BUTTON_HEIGHT + 8 + (BORDER_THICKNESS * 2)
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AUDIO_CHOOSER_X = ((WINDOW_WIDTH - AUDIO_CHOOSER_WINDOW_WIDTH) / 2)
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AUDIO_CHOOSER_Y = ((WINDOW_HEIGHT - AUDIO_CHOOSER_WINDOW_HEIGHT) / 2)
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def initialize(anim_id, anim)
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@anim_id = anim_id
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@anim = anim
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@pbs_path = anim[:pbs_path]
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@quit = false
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# Viewports
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@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
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@viewport.z = 99999
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@canvas_viewport = Viewport.new(CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT)
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@canvas_viewport.z = @viewport.z
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@pop_up_viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
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@pop_up_viewport.z = @viewport.z + 50
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# Background sprite
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@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
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@screen_bitmap.z = -100
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@se_list_box_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
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@se_list_box_bitmap.z = -90
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@se_list_box_bitmap.visible = false
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@pop_up_bg_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @pop_up_viewport)
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@pop_up_bg_bitmap.z = -100
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@pop_up_bg_bitmap.visible = false
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draw_editor_background
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@components = {}
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# Menu bar
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@components[:menu_bar] = AnimationEditor::MenuBar.new(0, 0, MENU_BAR_WIDTH, MENU_BAR_HEIGHT, @viewport)
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# Canvas
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@components[:canvas] = AnimationEditor::Canvas.new(@canvas_viewport)
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# Play controls
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@components[:play_controls] = AnimationEditor::PlayControls.new(
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PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT, @viewport
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)
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# Side panes
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[:commands_pane, :se_pane, :particle_pane, :keyframe_pane].each do |pane|
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@components[pane] = UIControls::ControlsContainer.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
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end
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# TODO: Make a side pane for colour/tone editor (accessed from
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# @components[:commands_pane] via a button; has Apply/Cancel buttons
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# to retain/undo all its changes, although changes are made normally
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# while in it and canvas is updated accordingly.
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# Timeline/particle list
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@components[:particle_list] = AnimationEditor::ParticleList.new(
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PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT, @viewport
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)
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@components[:particle_list].set_interactive_rects
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# Animation properties pop-up window
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@components[:animation_properties] = UIControls::ControlsContainer.new(
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ANIM_PROPERTIES_X + BORDER_THICKNESS + 4, ANIM_PROPERTIES_Y + BORDER_THICKNESS,
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ANIM_PROPERTIES_WIDTH - ((BORDER_THICKNESS + 4) * 2), ANIM_PROPERTIES_HEIGHT - (BORDER_THICKNESS * 2)
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)
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@components[:animation_properties].viewport.z = @pop_up_viewport.z + 1
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@components[:animation_properties].label_offset_x = 170
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# Graphic chooser pop-up window
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@components[:graphic_chooser] = UIControls::ControlsContainer.new(
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GRAPHIC_CHOOSER_X + BORDER_THICKNESS, GRAPHIC_CHOOSER_Y + BORDER_THICKNESS,
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GRAPHIC_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), GRAPHIC_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
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)
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@components[:graphic_chooser].viewport.z = @pop_up_viewport.z + 1
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# Audio chooser pop-up window
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@components[:audio_chooser] = UIControls::ControlsContainer.new(
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AUDIO_CHOOSER_X + BORDER_THICKNESS, AUDIO_CHOOSER_Y + BORDER_THICKNESS,
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AUDIO_CHOOSER_WINDOW_WIDTH - (BORDER_THICKNESS * 2), AUDIO_CHOOSER_WINDOW_HEIGHT - (BORDER_THICKNESS * 2)
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)
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@components[:audio_chooser].viewport.z = @pop_up_viewport.z + 1
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@captured = nil
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set_components_contents
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refresh
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end
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def dispose
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@screen_bitmap.dispose
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@se_list_box_bitmap.dispose
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@pop_up_bg_bitmap.dispose
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@components.each_value { |c| c.dispose }
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@components.clear
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@viewport.dispose
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@canvas_viewport.dispose
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@pop_up_viewport.dispose
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end
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def keyframe
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return @components[:particle_list].keyframe
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end
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def particle_index
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return @components[:particle_list].particle_index
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end
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#-----------------------------------------------------------------------------
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# Returns the animation's name for display in the menu bar and elsewhere.
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def get_animation_display_name
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ret = ""
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case @anim[:type]
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when :move then ret += _INTL("[Move]")
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when :opp_move then ret += _INTL("[Foe Move]")
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when :common then ret += _INTL("[Common]")
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when :opp_common then ret += _INTL("[Foe Common]")
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else
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raise _INTL("Unknown animation type.")
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end
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case @anim[:type]
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when :move, :opp_move
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move_data = GameData::Move.try_get(@anim[:move])
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move_name = (move_data) ? move_data.name : @anim[:move]
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ret += " " + move_name
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when :common, :opp_common
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ret += " " + @anim[:move]
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end
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ret += " (" + @anim[:version].to_s + ")" if @anim[:version] > 0
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ret += " - " + @anim[:name] if @anim[:name]
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return ret
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end
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def set_menu_bar_contents
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@components[:menu_bar].add_button(:quit, _INTL("Quit"))
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@components[:menu_bar].add_button(:save, _INTL("Save"))
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@components[:menu_bar].add_name_button(:name, get_animation_display_name)
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end
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def set_canvas_contents
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@components[:canvas].bg_name = "indoor1"
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end
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def set_play_controls_contents
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@components[:play_controls].duration = @components[:particle_list].duration
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end
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def set_commands_pane_contents
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commands_pane = @components[:commands_pane]
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commands_pane.add_header_label(:header, _INTL("Edit particle at keyframe"))
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# :frame (related to graphic) - If the graphic is user's sprite/target's
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# sprite, make this instead a choice of front/back/same as the main sprite/
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# opposite of the main sprite. Probably need two controls in the same space
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# and refresh_component(:commands_pane) makes the appropriate one visible.
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commands_pane.add_labelled_number_text_box(:x, _INTL("X"), -(CANVAS_WIDTH + 128), CANVAS_WIDTH + 128, 0)
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commands_pane.add_labelled_number_text_box(:y, _INTL("Y"), -(CANVAS_WIDTH + 128), CANVAS_HEIGHT + 128, 0)
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# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
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# a choice of front/back/same as the main sprite/opposite of the main
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# sprite. Will need two controls in the same space.
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commands_pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
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commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
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commands_pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
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commands_pane.add_labelled_number_text_box(:zoom_x, _INTL("Zoom X"), 0, 1000, 100)
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commands_pane.add_labelled_number_text_box(:zoom_y, _INTL("Zoom Y"), 0, 1000, 100)
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commands_pane.add_labelled_number_text_box(:angle, _INTL("Angle"), -1080, 1080, 0)
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commands_pane.add_labelled_checkbox(:flip, _INTL("Flip"), false)
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commands_pane.add_labelled_dropdown_list(:blending, _INTL("Blending"), {
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0 => _INTL("None"),
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1 => _INTL("Additive"),
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2 => _INTL("Subtractive")
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}, 0)
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commands_pane.add_labelled_button(:color_tone, _INTL("Color/Tone"), _INTL("Edit"))
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# commands_pane.add_labelled_dropdown_list(:priority, _INTL("Priority"), { # TODO: Include sub-priority.
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# :behind_all => _INTL("Behind all"),
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# :behind_user => _INTL("Behind user"),
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# :above_user => _INTL("In front of user"),
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# :above_all => _INTL("In front of everything")
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# }, :above_user)
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# :sub_priority
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# commands_pane.add_labelled_button(:masking, _INTL("Masking"), _INTL("Edit"))
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# TODO: Add buttons that shift all commands from the current keyframe and
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# later forwards/backwards in time?
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end
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def set_se_pane_contents
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se_pane = @components[:se_pane]
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se_pane.add_header_label(:header, _INTL("Edit sound effects at keyframe"))
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size = se_pane.control_size
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size[0] -= 10
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size[1] = UIControls::List::ROW_HEIGHT * 5 # 5 rows
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list = UIControls::List.new(*size, se_pane.viewport, [])
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se_pane.add_control_at(:list, list, 5, 30)
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button_height = UIControls::ControlsContainer::LINE_SPACING
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add = UIControls::Button.new(101, button_height, se_pane.viewport, _INTL("Add"))
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add.set_fixed_size
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se_pane.add_control_at(:add, add, 1, 154)
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edit = UIControls::Button.new(100, button_height, se_pane.viewport, _INTL("Edit"))
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edit.set_fixed_size
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se_pane.add_control_at(:edit, edit, 102, 154)
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delete = UIControls::Button.new(101, button_height, se_pane.viewport, _INTL("Delete"))
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delete.set_fixed_size
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se_pane.add_control_at(:delete, delete, 202, 154)
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end
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def set_particle_pane_contents
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particle_pane = @components[:particle_pane]
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particle_pane.add_header_label(:header, _INTL("Edit particle properties"))
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particle_pane.add_labelled_text_box(:name, _INTL("Name"), "")
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particle_pane.get_control(:name).set_blacklist("User", "Target", "SE")
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particle_pane.add_labelled_label(:graphic_name, _INTL("Graphic"), "")
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particle_pane.add_labelled_button(:graphic, "", _INTL("Change"))
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particle_pane.add_labelled_dropdown_list(:focus, _INTL("Focus"), {
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:user => _INTL("User"),
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:target => _INTL("Target"),
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:user_and_target => _INTL("User and target"),
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:screen => _INTL("Screen")
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}, :user)
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# FlipIfFoe
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# RotateIfFoe
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# Delete button (if not "User"/"Target"/"SE")
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# Duplicate button
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# Shift all command timings by X keyframes (text box and button)
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# Move particle up/down the list?
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end
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def set_keyframe_pane_contents
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keyframe_pane = @components[:keyframe_pane]
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keyframe_pane.add_header_label(:header, _INTL("Edit keyframe"))
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# TODO: Various command-shifting options.
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end
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def set_side_panes_contents
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set_commands_pane_contents
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set_se_pane_contents
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set_particle_pane_contents
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set_keyframe_pane_contents
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end
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def set_particle_list_contents
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@components[:particle_list].set_particles(@anim[:particles])
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end
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def set_animation_properties_contents
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anim_properties = @components[:animation_properties]
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anim_properties.add_header_label(:header, _INTL("Animation properties"))
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# Create animation type control
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anim_properties.add_labelled_dropdown_list(:type, _INTL("Animation type"), {
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:move => _INTL("Move"),
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:common => _INTL("Common")
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}, :move)
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# Create "opp" variant
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anim_properties.add_labelled_checkbox(:opp_variant, _INTL("User is opposing?"), false)
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# Create move control
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# TODO: Instead of having the :common_anim TextBox control, make this a
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# TextBoxDropdownList control instead. Make it allow custom text
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# as well as any option in the list. Its options will be changed
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# depending on the animation's type. Also have a list of existing
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# Common animation names for it.
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move_list = []
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GameData::Move.each { |m| move_list.push([m.id.to_s, m.name]) }
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move_list.sort! { |a, b| a[1] <=> b[1] }
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anim_properties.add_labelled_dropdown_list(:move, _INTL("Move"), move_list.to_h, move_list[0][0])
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move_ctrl = anim_properties.get_control(:move)
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move_ctrl.max_rows = 16
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common_text = UIControls::TextBox.new(move_ctrl.width, move_ctrl.height, move_ctrl.viewport, "")
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anim_properties.add_control_at(:common_anim, common_text, move_ctrl.x, move_ctrl.y)
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# Create version control
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anim_properties.add_labelled_number_text_box(:version, _INTL("Version"), 0, 99, 0)
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# Create animation name control
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anim_properties.add_labelled_text_box(:name, _INTL("Name"), "")
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# Create filepath controls
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# TODO: Have two TextBoxes, one for folder and one for filename?
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anim_properties.add_labelled_text_box(:pbs_path, _INTL("PBS filepath"), "")
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# Create "involves a target" control
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anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
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# Create flags control
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# TODO: List, TextBox and some Buttons to add/delete.
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# Create "usable in battle" control
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anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
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anim_properties.add_button(:close, _INTL("Close"))
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anim_properties.visible = false
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end
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def set_graphic_chooser_contents
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graphic_chooser = @components[:graphic_chooser]
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graphic_chooser.add_header_label(:header, _INTL("Choose a file"))
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# List of files
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list = UIControls::List.new(CHOOSER_FILE_LIST_WIDTH, CHOOSER_FILE_LIST_HEIGHT, graphic_chooser.viewport, [])
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graphic_chooser.add_control_at(:list, list, CHOOSER_FILE_LIST_X, CHOOSER_FILE_LIST_Y)
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# Buttons
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[[:ok, _INTL("OK")], [:cancel, _INTL("Cancel")]].each_with_index do |option, i|
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btn = UIControls::Button.new(CHOOSER_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, graphic_chooser.viewport, option[1])
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btn.set_fixed_size
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graphic_chooser.add_control_at(option[0], btn,
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CHOOSER_FILE_LIST_X + (CHOOSER_BUTTON_WIDTH * i),
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CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 4)
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end
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graphic_chooser.visible = false
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end
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def set_audio_chooser_contents
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audio_chooser = @components[:audio_chooser]
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audio_chooser.add_header_label(:header, _INTL("Choose a file"))
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# List of files
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list = UIControls::List.new(CHOOSER_FILE_LIST_WIDTH, CHOOSER_FILE_LIST_HEIGHT, audio_chooser.viewport, [])
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audio_chooser.add_control_at(:list, list, CHOOSER_FILE_LIST_X, CHOOSER_FILE_LIST_Y)
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# Buttons
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[[:ok, _INTL("OK")], [:cancel, _INTL("Cancel")]].each_with_index do |option, i|
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btn = UIControls::Button.new(CHOOSER_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, audio_chooser.viewport, option[1])
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btn.set_fixed_size
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audio_chooser.add_control_at(option[0], btn,
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CHOOSER_FILE_LIST_X + (CHOOSER_BUTTON_WIDTH * i),
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CHOOSER_FILE_LIST_Y + CHOOSER_FILE_LIST_HEIGHT + 4)
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end
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# Volume and pitch sliders
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[[: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_play_controls_contents
|
|
set_side_panes_contents
|
|
set_particle_list_contents
|
|
set_animation_properties_contents
|
|
set_graphic_chooser_contents
|
|
set_audio_chooser_contents
|
|
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
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
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
|
|
component.visible = (keyframe >= 0 && particle_index >= 0 &&
|
|
@anim[:particles][particle_index] &&
|
|
@anim[:particles][particle_index][:name] != "SE")
|
|
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_component_values(component_sym)
|
|
component = @components[component_sym]
|
|
case component_sym
|
|
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
|
|
# TODO: component.get_control(:frame).disable if the particle's graphic is
|
|
# not a spritesheet or is "USER"/"TARGET"/etc. (enable otherwise).
|
|
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
|
|
# TODO: Set the possible focus options depending on whether the animation
|
|
# has a target/user.
|
|
when :animation_properties
|
|
case @anim[:type]
|
|
when :move, :opp_move
|
|
component.get_control(:move_label).text = _INTL("Move")
|
|
component.get_control(:move).visible = true
|
|
component.get_control(:move).value = @anim[:move]
|
|
component.get_control(:common_anim).visible = false
|
|
when :common, :opp_common
|
|
component.get_control(:move_label).text = _INTL("Common animation")
|
|
component.get_control(:move).visible = false
|
|
component.get_control(:common_anim).visible = true
|
|
component.get_control(:common_anim).value = @anim[:move]
|
|
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
|
|
# TODO: Detect and apply changes made in canvas, e.g. moving particle,
|
|
# double-clicking to add particle, deleting particle.
|
|
when :play_controls
|
|
# TODO: Will the play controls ever signal themselves as changed? I don't
|
|
# think so.
|
|
when :commands_pane
|
|
case property
|
|
when :color_tone # Button
|
|
# TODO: Open the colour/tone side pane.
|
|
echoln "Color/Tone button clicked"
|
|
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
|
|
@components[:particle_list].change_particle_commands(particle_index)
|
|
@components[:play_controls].duration = @components[:particle_list].duration
|
|
refresh_component(:commands_pane)
|
|
end
|
|
when :se_pane
|
|
case property
|
|
when :list # List
|
|
refresh_component(:se_pane)
|
|
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(:se_pane)
|
|
end
|
|
when :edit # Button
|
|
particle = @anim[:particles][particle_index]
|
|
list = @components[:se_pane].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(:se_pane)
|
|
end
|
|
end
|
|
when :delete # Button
|
|
particle = @anim[:particles][particle_index]
|
|
list = @components[:se_pane].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(:se_pane)
|
|
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(:particle_pane)
|
|
refresh_component(:canvas)
|
|
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(:particle_pane)
|
|
end
|
|
when :keyframe_pane
|
|
# TODO: Stuff here once I decide what controls to add.
|
|
when :particle_list
|
|
# refresh if keyframe != old_keyframe || particle_index != old_particle_index
|
|
# TODO: Lots of stuff here when buttons are added to it.
|
|
when :animation_properties
|
|
case property
|
|
when :type, :opp_variant
|
|
type = @components[:animation_properties].get_control(:type).value
|
|
opp = @components[:animation_properties].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(:animation_properties)
|
|
when :common_anim
|
|
@anim[:move] = value
|
|
when :pbs_path
|
|
txt = value.gsub!(/\.txt$/, "")
|
|
@anim[property] = txt
|
|
when :has_target
|
|
@anim[:no_target] = !value
|
|
# TODO: Add/delete the "Target" particle accordingly.
|
|
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
|
|
values.each_pair do |property, value|
|
|
apply_changed_value(sym, property, value)
|
|
end
|
|
end
|
|
component.clear_changed
|
|
end
|
|
component.repaint if sym == :particle_list || sym == :menu_bar
|
|
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
|