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infinitefusion-e18/Data/Scripts/910_New anim editor/010 editor scene.rb

262 lines
11 KiB
Ruby

# TODO: Should I split this code into visual and mechanical classes, a la the
# other UI screens?
#===============================================================================
# TODO: Need a way to recognise when text is being input into something
# (Input.text_input) and disable all keyboard shortcuts if so. If only
# this class has keyboard shortcuts in it, then it should be okay already.
# TODO: When creating a new particle, blacklist the names "User", "Target" and
# "SE". Make particles with those names undeletable.
# TODO: Remove the particle named "Target" if the animation's focus is changed
# to one that doesn't include a target, and vice versa. Do the same for
# "User".
# TODO: Things that need pop-up windows (draws a semi-transparent grey over the
# whole screen behind the window):
# - graphic picker
# - SE file picker
# - animation properties (Move/OppMove/Common/OppCommon, move, version,
# extra name, target, filepath, flags, etc.)
# - editor settings (theme, canvas BG graphics, user/target graphics,
# display of canvas particle boxes, etc.)
# TODO: While playing the animation, draw a semi-transparent grey over the
# screen except for the canvas and playback controls. Can't edit anything
# while it's playing.
#===============================================================================
class AnimationEditor
WINDOW_WIDTH = AnimationEditorLoadScreen::WINDOW_WIDTH
WINDOW_HEIGHT = AnimationEditorLoadScreen::WINDOW_HEIGHT
BORDER_THICKNESS = 4
CANVAS_X = BORDER_THICKNESS
CANVAS_Y = 32 + BORDER_THICKNESS
CANVAS_WIDTH = Settings::SCREEN_WIDTH
CANVAS_HEIGHT = Settings::SCREEN_HEIGHT
SIDE_PANE_X = CANVAS_X + CANVAS_WIDTH + (BORDER_THICKNESS * 2)
SIDE_PANE_Y = CANVAS_Y
SIDE_PANE_WIDTH = WINDOW_WIDTH - SIDE_PANE_X - BORDER_THICKNESS
SIDE_PANE_HEIGHT = CANVAS_HEIGHT + (32 * 2)
def initialize(anim_id, anim)
@anim_id = anim_id
@anim = anim
@keyframe = 0
@particle = -1
@viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
@viewport.z = 99999
@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
draw_editor_background
# Canvas
@canvas = Sprite.new(@viewport)
@canvas.x = CANVAS_X
@canvas.y = CANVAS_Y
@canvas.bitmap = RPG::Cache.load_bitmap("Graphics/Battlebacks/", "field_bg")
# Side panes
@keyframe_particle_pane = ControlPane.new(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
# TODO: Make more side panes for:
# - colour/tone editor (accessed from keyframe_particle_pane via a
# button; has Apply/Cancel buttons to only apply all its values at
# the end of editing them, although canvas will be updated in real
# time to show the changes)
# - particle properties (that don't change during the animation; name,
# focus...)
# - SE particle properties (depends on keyframe)
# - effects particle properties (depends on keyframe; for screen
# shake, etc.)
# - keyframe properties (shift all later particle commands forward/
# backward).
set_side_panes_contents
refresh
end
def dispose
@screen_bitmap.dispose
@canvas.dispose
@keyframe_particle_pane.dispose
@viewport.dispose
end
#-----------------------------------------------------------------------------
def set_keyframe_particle_pane_contents
# TODO: Move these properties to a new side pane for particle properties
# (ones that don't change during the animation).
@keyframe_particle_pane.add_labelled_text_box(:name, "Name", "Untitled")
# @keyframe_particle_pane.add_labelled_dropdown_list(:focus, "Focus", {
# :user => "User",
# :target => "Target",
# :user_and_target => "User and target",
# :screen => "Screen"
# }, :user)
# TODO: Make sure the IDs for these controls all match up to particle
# properties that can change during the animation.
@keyframe_particle_pane.add_labelled_value_box(:x, "X", -128, CANVAS_WIDTH + 128, 64)
@keyframe_particle_pane.add_labelled_value_box(:y, "Y", -128, CANVAS_HEIGHT + 128, 96)
@keyframe_particle_pane.add_labelled_value_box(:zoom_x, "Zoom X", 0, 1000, 100)
@keyframe_particle_pane.add_labelled_value_box(:zoom_y, "Zoom Y", 0, 1000, 100)
@keyframe_particle_pane.add_labelled_checkbox(:visible, "Visible", true)
@keyframe_particle_pane.add_labelled_slider(:opacity, "Opacity", 0, 255, 255)
@keyframe_particle_pane.add_labelled_value_box(:angle, "Angle", -1080, 1080, 0)
@keyframe_particle_pane.add_labelled_checkbox(:flip, "Flip", false)
@keyframe_particle_pane.add_labelled_dropdown_list(:priority, "Priority", { # TODO: Include sub-priority.
:behind_all => "Behind all",
:behind_user => "Behind user",
:above_user => "In front of user",
:above_all => "In front of everything"
}, :above_user)
@keyframe_particle_pane.add_labelled_button(:color, "Color", "Edit")
@keyframe_particle_pane.add_labelled_button(:tone, "Tone", "Edit")
@keyframe_particle_pane.add_labelled_button(:graphic, "Graphic", "Change")
# :frame (related to graphic)
# :blending
# TODO: Add buttons that shift all commands from the current keyframe and
# later forwards/backwards in time?
end
def set_side_panes_contents
set_keyframe_particle_pane_contents
end
#-----------------------------------------------------------------------------
def draw_editor_background
# Fill the whole screen with black
@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.black)
# Outline around canvas
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 3, CANVAS_Y - 3, CANVAS_WIDTH + 6, CANVAS_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 2, CANVAS_Y - 2, CANVAS_WIDTH + 4, CANVAS_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(CANVAS_X - 1, CANVAS_Y - 1, CANVAS_WIDTH + 2, CANVAS_HEIGHT + 2, Color.white)
# Outline around side pane
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 3, SIDE_PANE_Y - 3, SIDE_PANE_WIDTH + 6, SIDE_PANE_HEIGHT + 6, Color.white)
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 2, SIDE_PANE_Y - 2, SIDE_PANE_WIDTH + 4, SIDE_PANE_HEIGHT + 4, Color.black)
@screen_bitmap.bitmap.outline_rect(SIDE_PANE_X - 1, SIDE_PANE_Y - 1, SIDE_PANE_WIDTH + 2, SIDE_PANE_HEIGHT + 2, Color.white)
# Fill the side pane with white
@screen_bitmap.bitmap.fill_rect(SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT, Color.white)
end
def get_keyframe_particle_value(particle, frame, property)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false]
if particle[property]
# NOTE: The commands are already in keyframe order, so we can just run
# through them in order, applying their changes until we reach
# frame.
particle[property].each do |cmd|
break if cmd[0] > frame # Command is in the future; no more is needed
break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet
if cmd[0] + cmd[1] <= frame # Command has finished; use its end value
ret[0] = cmd[2]
next
end
# In a "MoveXYZ" command; need to interpolate
ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
ret[1] = true # Interpolating
break
end
end
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible.
if property == :visible
first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
first_visible_cmd = -1
if first_cmd < 0
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
end
end
ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
(first_visible_cmd < 0 || frame < first_visible_cmd)
end
return ret
end
def get_all_keyframe_particle_values(particle, frame)
ret = {}
GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = get_keyframe_particle_value(particle, frame, prop)
end
return ret
end
def refresh_keyframe_particle_pane
if @particle < 0 || !@anim[:particles][@particle]
@keyframe_particle_pane.visible = false
else
@keyframe_particle_pane.visible = true
new_vals = get_all_keyframe_particle_values(@anim[:particles][@particle], @keyframe)
# TODO: Need to do something special for :color, :tone and :graphic/:frame
# which all have button controls.
@keyframe_particle_pane.controls.each do |ctrl|
next if !new_vals.include?(ctrl[0])
ctrl.value = new_vals[ctrl[0]][0]
# TODO: new_vals[ctrl[0]][1] is whether the value is being interpolated,
# which should be indicated somehow in ctrl.
end
end
end
def refresh
# Set all side pane controls to values from animation
refresh_keyframe_particle_pane
end
#-----------------------------------------------------------------------------
def update_canvas
@canvas.update
# TODO: Detect and apply changes made in canvas, e.g. moving particle,
# double-clicking to add particle, deleting particle.
end
def update_keyframe_particle_pane
@keyframe_particle_pane.update
if @keyframe_particle_pane.changed?
# TODO: Make undo/redo snapshot.
values = @keyframe_particle_pane.values
# TODO: Apply vals to the animation data, unless the changed control is a
# button (its value will be true), in which case run some special
# code. Maybe this special code should be passed to/run in the
# control as a proc instead, and the button control can be given a
# value like any other control? Probably not.
echoln values
if values[:color]
elsif values[:tone]
elsif values[:graphic]
end
@keyframe_particle_pane.clear_changed
end
end
def update
update_canvas
update_keyframe_particle_pane
end
#-----------------------------------------------------------------------------
def run
Input.text_input = false
loop do
inputting_text = Input.text_input
Graphics.update
Input.update
update
if !inputting_text
if Input.trigger?(Input::BACK)
# TODO: Ask to save/discard changes.
# TODO: When saving, add animation to GameData and rewrite animation's
# parent PBS file (which could include multiple animations).
break
end
end
end
dispose
end
end