Files
infinitefusion-e18/Data/Scripts/904_Anim Editor/002_AnimationEditor_popups.rb
2024-01-01 18:12:53 +00:00

324 lines
12 KiB
Ruby

#===============================================================================
#
#===============================================================================
class AnimationEditor
def create_pop_up_window(width, height)
ret = BitmapSprite.new(width + (BORDER_THICKNESS * 2),
height + (BORDER_THICKNESS * 2), @pop_up_viewport)
ret.x = (WINDOW_WIDTH - ret.width) / 2
ret.y = (WINDOW_HEIGHT - ret.height) / 2
ret.z = -1
ret.bitmap.font.color = Color.black
ret.bitmap.font.size = 18
# Draw pop-up box border
ret.bitmap.border_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height,
BORDER_THICKNESS, Color.white, Color.black)
# Fill pop-up box with white
ret.bitmap.fill_rect(BORDER_THICKNESS, BORDER_THICKNESS, width, height, Color.white)
return ret
end
#-----------------------------------------------------------------------------
def message(text, *options)
@pop_up_bg_bitmap.visible = true
msg_bitmap = create_pop_up_window(MESSAGE_BOX_WIDTH, MESSAGE_BOX_HEIGHT)
# Draw text
text_size = msg_bitmap.bitmap.text_size(text)
msg_bitmap.bitmap.draw_text(0, (msg_bitmap.height / 2) - MESSAGE_BOX_BUTTON_HEIGHT,
msg_bitmap.width, text_size.height, text, 1)
# Create buttons
buttons = []
options.each_with_index do |option, i|
btn = UIControls::Button.new(MESSAGE_BOX_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, @pop_up_viewport, option[1])
btn.x = msg_bitmap.x + (msg_bitmap.width - (MESSAGE_BOX_BUTTON_WIDTH * options.length)) / 2
btn.x += MESSAGE_BOX_BUTTON_WIDTH * i
btn.y = msg_bitmap.y + msg_bitmap.height - MESSAGE_BOX_BUTTON_HEIGHT - MESSAGE_BOX_SPACING
btn.set_fixed_size
btn.set_interactive_rects
buttons.push([option[0], btn])
end
# Interaction loop
ret = nil
captured = nil
loop do
Graphics.update
Input.update
if captured
captured.update
captured = nil if !captured.busy?
else
buttons.each do |btn|
btn[1].update
captured = btn[1] if btn[1].busy?
end
end
buttons.each do |btn|
next if !btn[1].changed?
ret = btn[0]
break
end
ret = :cancel if Input.trigger?(Input::BACK)
break if ret
buttons.each { |btn| btn[1].repaint }
end
# Dispose and return
buttons.each { |btn| btn[1].dispose }
buttons.clear
msg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
return ret
end
def confirm_message(text)
return message(text, [:yes, _INTL("Yes")], [:no, _INTL("No")]) == :yes
end
#-----------------------------------------------------------------------------
def edit_animation_properties
# Show pop-up window
@pop_up_bg_bitmap.visible = true
bg_bitmap = create_pop_up_window(ANIM_PROPERTIES_WIDTH, ANIM_PROPERTIES_HEIGHT)
# TODO: Draw box around list control(s), i.e. flags. Note that an extra +4
# should be added to its x coordinate because of padding created when
# defining @components[:animation_properties].
anim_properties = @components[:animation_properties]
anim_properties.visible = true
# Set control values
case @anim[:type]
when :move, :opp_move
anim_properties.get_control(:type).value = :move
when :common, :opp_common
anim_properties.get_control(:type).value = :common
end
anim_properties.get_control(:opp_variant).value = ([:opp_move, :opp_common].include?(@anim[:type]))
anim_properties.get_control(:version).value = @anim[:version] || 0
anim_properties.get_control(:name).value = @anim[:name] || ""
anim_properties.get_control(:pbs_path).value = (@anim[:pbs_path] || "unsorted") + ".txt"
anim_properties.get_control(:has_target).value = !@anim[:no_target]
anim_properties.get_control(:usable).value = !(@anim[:ignore] || false)
# TODO: Populate flags.
refresh_component(:animation_properties) # This sets the :move control's value
# Interaction loop
ret = nil
loop do
Graphics.update
Input.update
anim_properties.update
if anim_properties.changed?
break if anim_properties.values.keys.include?(:close)
anim_properties.values.each_pair do |property, value|
apply_changed_value(:animation_properties, property, value)
end
anim_properties.clear_changed
end
break if !anim_properties.busy? && Input.trigger?(Input::BACK)
anim_properties.repaint
end
# Dispose and return
bg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
anim_properties.clear_changed
anim_properties.visible = false
end
#-----------------------------------------------------------------------------
# Generates a list of all files in the given folder which have a file
# extension that matches one in exts. Removes any files from the list whose
# filename is the same as one in prepends (case insensitive), and then adds
# all the files in prepends to the start of the list.
def get_all_files_in_folder_and_prepend(folder, exts, prepends)
ret = []
Dir.chdir(folder) do
exts.each do |type|
Dir.glob(type) { |f| ret.push([File.basename(f, ".*"), f]) }
end
end
ret.delete_if { |f| prepends.any? { |add| add[0] == f[0].upcase } }
ret.sort! { |a, b| a[0].downcase <=> b[0].downcase }
ret.prepend(*prepends)
return ret
end
def choose_graphic_file(selected)
selected ||= ""
sprite_folder = "Graphics/Battle animations/"
# Show pop-up window
@pop_up_bg_bitmap.visible = true
bg_bitmap = create_pop_up_window(GRAPHIC_CHOOSER_WINDOW_WIDTH, GRAPHIC_CHOOSER_WINDOW_HEIGHT)
graphic_chooser = @components[:graphic_chooser]
graphic_chooser.visible = true
# Draw box around list control
list = graphic_chooser.get_control(:list)
bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
list.width + 4, list.height + 4, Color.black)
# Get a list of files
files = get_all_files_in_folder_and_prepend(
sprite_folder, ["*.png", "*.jpg", "*.jpeg"],
[["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]]")]]
)
idx = 0
files.each_with_index do |f, i|
next if f[0] != selected
idx = i
break
end
# Set control values
list.values = files
list.selected = idx
# Create sprite preview
bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x + list.width + 10 - 2,
BORDER_THICKNESS + list.y - 2,
GRAPHIC_CHOOSER_PREVIEW_SIZE + 4, GRAPHIC_CHOOSER_PREVIEW_SIZE + 4,
Color.black)
preview_sprite = Sprite.new(@pop_up_viewport)
preview_sprite.x = graphic_chooser.x + list.x + list.width + 10 + (GRAPHIC_CHOOSER_PREVIEW_SIZE / 2)
preview_sprite.y = graphic_chooser.y + list.y + (GRAPHIC_CHOOSER_PREVIEW_SIZE / 2)
preview_bitmap = nil
set_preview_graphic = lambda do |sprite, filename|
preview_bitmap&.dispose
# TODO: When the canvas works, use the proper user's/target's sprite here.
case filename
when "USER", "USER_BACK", "TARGET_BACK", "TARGET_OPP"
preview_bitmap = AnimatedBitmap.new("Graphics/Pokemon/Back/" + "000")
when "TARGET", "TARGET_FRONT", "USER_FRONT", "USER_OPP"
preview_bitmap = AnimatedBitmap.new("Graphics/Pokemon/Front/" + "000")
else
preview_bitmap = AnimatedBitmap.new(sprite_folder + filename)
end
bg_bitmap.bitmap.fill_rect(BORDER_THICKNESS + list.x + list.width + 10, BORDER_THICKNESS + list.y,
GRAPHIC_CHOOSER_PREVIEW_SIZE, GRAPHIC_CHOOSER_PREVIEW_SIZE,
Color.white)
next if !preview_bitmap
sprite.bitmap = preview_bitmap.bitmap
zoom = [[GRAPHIC_CHOOSER_PREVIEW_SIZE.to_f / preview_bitmap.width,
GRAPHIC_CHOOSER_PREVIEW_SIZE.to_f / preview_bitmap.height].min, 1.0].min
sprite.zoom_x = sprite.zoom_y = zoom
sprite.ox = sprite.width / 2
sprite.oy = sprite.height / 2
bg_bitmap.bitmap.fill_rect(BORDER_THICKNESS + sprite.x - graphic_chooser.x - (sprite.width * sprite.zoom_x / 2),
BORDER_THICKNESS + sprite.y - graphic_chooser.y - (sprite.height * sprite.zoom_y / 2),
sprite.width * sprite.zoom_x, sprite.height * sprite.zoom_y,
Color.magenta)
end
set_preview_graphic.call(preview_sprite, list.value)
# Interaction loop
ret = nil
loop do
Graphics.update
Input.update
graphic_chooser.update
if graphic_chooser.changed?
graphic_chooser.values.each_pair do |ctrl, value|
case ctrl
when :ok
ret = list.value
when :cancel
ret = selected
when :list
set_preview_graphic.call(preview_sprite, list.value)
end
graphic_chooser.clear_changed
end
ret = selected if !graphic_chooser.busy? && Input.trigger?(Input::BACK)
break if ret
graphic_chooser.repaint
end
end
# Dispose and return
bg_bitmap.dispose
preview_sprite.dispose
preview_bitmap&.dispose
@pop_up_bg_bitmap.visible = false
graphic_chooser.clear_changed
graphic_chooser.visible = false
return ret
end
#-----------------------------------------------------------------------------
def choose_audio_file(selected, volume = 100, pitch = 100)
selected ||= ""
audio_folder = "Audio/SE/Anim/"
# Show pop-up window
@pop_up_bg_bitmap.visible = true
bg_bitmap = create_pop_up_window(AUDIO_CHOOSER_WINDOW_WIDTH, AUDIO_CHOOSER_WINDOW_HEIGHT)
audio_chooser = @components[:audio_chooser]
audio_chooser.visible = true
# Draw box around list control
list = audio_chooser.get_control(:list)
bg_bitmap.bitmap.outline_rect(BORDER_THICKNESS + list.x - 2, BORDER_THICKNESS + list.y - 2,
list.width + 4, list.height + 4, Color.black)
# Get a list of files
files = get_all_files_in_folder_and_prepend(
audio_folder, ["*.wav", "*.ogg", "*.mp3", "*.wma"],
[["USER", _INTL("[[User's cry]]")],
["TARGET", _INTL("[[Target's cry]]")]]
)
idx = 0
files.each_with_index do |f, i|
next if f[0] != selected
idx = i
break
end
# Set control values
list.values = files
list.selected = idx
audio_chooser.get_control(:volume).value = volume
audio_chooser.get_control(:pitch).value = pitch
# Interaction loop
ret = nil
cancel = false
loop do
Graphics.update
Input.update
audio_chooser.update
if audio_chooser.changed?
audio_chooser.values.each_pair do |ctrl, value|
case ctrl
when :ok
ret = list.value
when :cancel
ret = selected
cancel = true
when :play
vol = audio_chooser.get_control(:volume).value
ptch = audio_chooser.get_control(:pitch).value
# TODO: Play appropriate things if a cry is selected. See which
# battlers are defined in the editor's settings, and use their
# cries.
pbSEPlay(RPG::AudioFile.new("Anim/" + list.value, vol, ptch))
when :stop
pbSEStop
end
audio_chooser.clear_changed
end
if !audio_chooser.busy? && Input.trigger?(Input::BACK)
ret = selected
cance = true
end
break if ret
audio_chooser.repaint
end
end
vol = (cancel) ? volume : audio_chooser.get_control(:volume).value
ptch = (cancel) ? pitch : audio_chooser.get_control(:pitch).value
# Dispose and return
bg_bitmap.dispose
@pop_up_bg_bitmap.visible = false
audio_chooser.clear_changed
audio_chooser.visible = false
return [ret, vol, ptch]
end
end