mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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522 lines
20 KiB
Ruby
522 lines
20 KiB
Ruby
# TODO: Should I split this code into visual and mechanical classes, a la the
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# other UI screens?
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#===============================================================================
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# TODO: When creating a new particle, blacklist the names "User", "Target" and
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# "SE". Make particles with those names undeletable.
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# TODO: Remove the particle named "Target" if the animation's focus is changed
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# to one that doesn't include a target, and vice versa. Do the same for
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# "User"(?).
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# TODO: Things that need pop-up windows (draws a semi-transparent grey over the
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# whole screen behind the window):
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# - graphic picker
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# - SE file picker
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# - animation properties (Move/OppMove/Common/OppCommon, move, version,
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# extra name, target, filepath, flags, etc.)
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# - editor settings (theme, canvas BG graphics, user/target graphics,
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# display of canvas particle boxes, etc.)
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# TODO: While playing the animation, draw a semi-transparent grey over the
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# screen except for the canvas and playback controls. Can't edit anything
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# while it's playing.
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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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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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MESSAGE_BOX_WIDTH = WINDOW_WIDTH * 3 / 4
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MESSAGE_BOX_HEIGHT = 160
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MESSAGE_BOX_X = (WINDOW_WIDTH - MESSAGE_BOX_WIDTH) / 2
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MESSAGE_BOX_Y = (WINDOW_HEIGHT - MESSAGE_BOX_HEIGHT) / 2
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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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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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# Background sprite
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@screen_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, @viewport)
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@screen_bitmap.z = -1
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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 more side panes for:
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# - colour/tone editor (accessed from @components[:commands_pane] via
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# a button; has Apply/Cancel buttons to only apply all its values at
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# the end of editing them, although canvas will be updated in real
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# time to show the changes)
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# - effects particle properties (depends on keyframe; for screen
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# shake, etc.)
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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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@captured = nil
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set_menu_bar_contents
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set_canvas_contents
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set_side_panes_contents
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set_particle_list_contents
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set_play_controls_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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@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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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_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"), -128, CANVAS_WIDTH + 128, 64)
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commands_pane.add_labelled_number_text_box(:y, _INTL("Y"), -128, CANVAS_HEIGHT + 128, 96)
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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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# TODO: A list containing all SE files that play this keyframe. Lists SE,
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# user cry and target cry.
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se_pane.add_button(:add, _INTL("Add"))
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se_pane.add_button(:edit, _INTL("Edit"))
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se_pane.add_button(:delete, _INTL("Delete"))
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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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# TODO: Name should blacklist certain names ("User", "Target", "SE") and
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# should be disabled if the value is one of those.
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particle_pane.add_labelled_text_box(:name, _INTL("Name"), _INTL("Untitled"))
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# TODO: Graphic should show the graphic's name alongside a "Change" button.
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# New kind of control that is a label plus a button?
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particle_pane.add_labelled_button(:graphic, _INTL("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_play_controls_contents
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@components[:play_controls].duration = @components[:particle_list].duration
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end
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#-----------------------------------------------------------------------------
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def message(text, *options)
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msg_viewport = Viewport.new(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
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msg_viewport.z = @viewport.z + 50
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msg_bitmap = BitmapSprite.new(WINDOW_WIDTH, WINDOW_HEIGHT, msg_viewport)
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msg_bitmap.bitmap.font.color = Color.black
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msg_bitmap.bitmap.font.size = 18
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# Draw gray background
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msg_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.new(0, 0, 0, 128))
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# Draw message box border
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BORDER_THICKNESS.times do |i|
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col = (i.even?) ? Color.white : Color.black
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msg_bitmap.bitmap.outline_rect(MESSAGE_BOX_X - i - 1, MESSAGE_BOX_Y - i - 1,
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MESSAGE_BOX_WIDTH + (i * 2) + 2, MESSAGE_BOX_HEIGHT + (i * 2) + 2, col)
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end
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# Fill message box with white
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msg_bitmap.bitmap.fill_rect(MESSAGE_BOX_X, MESSAGE_BOX_Y, MESSAGE_BOX_WIDTH, MESSAGE_BOX_HEIGHT, Color.white)
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# Draw text
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text_size = msg_bitmap.bitmap.text_size(text)
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msg_bitmap.bitmap.draw_text(MESSAGE_BOX_X, (WINDOW_HEIGHT / 2) - MESSAGE_BOX_BUTTON_HEIGHT,
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MESSAGE_BOX_WIDTH, text_size.height, text, 1)
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# Create buttons
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buttons = []
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options.each_with_index do |option, i|
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btn = UIControls::Button.new(MESSAGE_BOX_BUTTON_WIDTH, MESSAGE_BOX_BUTTON_HEIGHT, msg_viewport, option[1])
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btn.x = (WINDOW_WIDTH - (options.length * MESSAGE_BOX_BUTTON_WIDTH)) / 2 + (i * MESSAGE_BOX_BUTTON_WIDTH)
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btn.y = MESSAGE_BOX_Y + MESSAGE_BOX_HEIGHT - MESSAGE_BOX_BUTTON_HEIGHT - MESSAGE_BOX_SPACING
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btn.set_fixed_size
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btn.set_interactive_rects
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buttons.push([option[0], btn])
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end
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# Interaction loop
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ret = nil
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captured = nil
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loop do
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Graphics.update
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Input.update
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if captured
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captured.update
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captured = nil if !captured.busy?
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else
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buttons.each do |btn|
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btn[1].update
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captured = btn[1] if btn[1].busy?
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end
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end
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buttons.each do |btn|
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next if !btn[1].changed?
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ret = btn[0]
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break
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end
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ret = :cancel if Input.trigger?(Input::BACK)
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break if ret
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buttons.each { |btn| btn[1].repaint }
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end
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# Dispose and return
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buttons.each { |btn| btn[1].dispose }
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buttons.clear
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msg_bitmap.dispose
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msg_viewport.dispose
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return ret
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end
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def confirm_message(text)
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return message(text, [:yes, _INTL("Yes")], [:no, _INTL("No")]) == :yes
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end
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#-----------------------------------------------------------------------------
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def save
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GameData::Animation.register(@anim, @anim_id)
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Compiler.write_battle_animation_file(@anim[:pbs_path])
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if @anim[:pbs_path] != @pbs_path
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if GameData::Animation::DATA.any? { |_key, anim| anim.pbs_path == @pbs_path }
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Compiler.write_battle_animation_file(@pbs_path)
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elsif FileTest.exist?("PBS/Animations/" + @pbs_path + ".txt")
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File.delete("PBS/Animations/" + @pbs_path + ".txt")
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end
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@pbs_path = @anim[:pbs_path]
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end
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end
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#-----------------------------------------------------------------------------
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def draw_editor_background
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draw_big_outline = lambda do |bitmap, x, y, width, height|
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BORDER_THICKNESS.times do |i|
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col = (i.even?) ? Color.white : Color.black
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bitmap.outline_rect(x - i - 1, y - i - 1, width + (i * 2) + 2, height + (i * 2) + 2, col)
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end
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end
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# Fill the whole screen with white
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@screen_bitmap.bitmap.fill_rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, Color.white)
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# Outline around elements
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draw_big_outline.call(@screen_bitmap.bitmap, CANVAS_X, CANVAS_Y, CANVAS_WIDTH, CANVAS_HEIGHT)
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draw_big_outline.call(@screen_bitmap.bitmap, PLAY_CONTROLS_X, PLAY_CONTROLS_Y, PLAY_CONTROLS_WIDTH, PLAY_CONTROLS_HEIGHT)
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draw_big_outline.call(@screen_bitmap.bitmap, SIDE_PANE_X, SIDE_PANE_Y, SIDE_PANE_WIDTH, SIDE_PANE_HEIGHT)
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draw_big_outline.call(@screen_bitmap.bitmap, PARTICLE_LIST_X, PARTICLE_LIST_Y, PARTICLE_LIST_WIDTH, PARTICLE_LIST_HEIGHT)
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end
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def refresh_component_visibility(component_sym)
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component = @components[component_sym]
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# Panes are all mutually exclusive
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case component_sym
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when :commands_pane
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component.visible = (keyframe >= 0 && particle_index >= 0 &&
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@anim[:particles][particle_index] &&
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@anim[:particles][particle_index][:name] != "SE")
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when :se_pane
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component.visible = (keyframe >= 0 && particle_index >= 0 &&
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@anim[:particles][particle_index] &&
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@anim[:particles][particle_index][:name] == "SE")
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when :particle_pane
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component.visible = (keyframe < 0 && particle_index >= 0)
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when :keyframe_pane
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component.visible = (keyframe >= 0 && particle_index < 0)
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end
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end
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def refresh_component_values(component_sym)
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component = @components[component_sym]
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case component_sym
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when :commands_pane
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new_vals = AnimationEditor::ParticleDataHelper.get_all_keyframe_particle_values(@anim[:particles][particle_index], keyframe)
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# TODO: Need to do something special for :color, :tone and :frame which
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# all have button controls.
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component.controls.each do |ctrl|
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next if !new_vals.include?(ctrl[0])
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ctrl[1].value = new_vals[ctrl[0]][0] if ctrl[1].respond_to?("value=")
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# TODO: new_vals[ctrl[0]][1] is whether the value is being interpolated,
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# which should be indicated somehow in ctrl[1].
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end
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when :se_pane
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# TODO: Set list of SEs, activate/deactivate buttons accordingly.
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when :particle_pane
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new_vals = AnimationEditor::ParticleDataHelper.get_all_particle_values(@anim[:particles][particle_index])
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component.controls.each do |ctrl|
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next if !new_vals.include?(ctrl[0])
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ctrl[1].value = new_vals[ctrl[0]] if ctrl[1].respond_to?("value=")
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end
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# TODO: Disable the name, graphic and focus controls for "User"/"Target".
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end
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end
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def refresh_component(component_sym)
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refresh_component_visibility(component_sym)
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return if !@components[component_sym].visible
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refresh_component_values(component_sym)
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@components[component_sym].refresh
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end
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def refresh
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@components.each_key { |sym| refresh_component(sym) }
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end
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#-----------------------------------------------------------------------------
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# TODO: Every component that contains a button, etc. should respond to
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# "values", which returns the changed elements.
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def apply_changed_value(component_sym, property, value)
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case component_sym
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when :menu_bar
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case property
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when :quit
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@quit = true
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when :save
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save
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when :name
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# TODO: Open the animation properties pop-up window.
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echoln "animation name clicked"
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end
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when :canvas
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# TODO: Detect and apply changes made in canvas, e.g. moving particle,
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# double-clicking to add particle, deleting particle.
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when :commands_pane
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case property
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when :color_tone # Button
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# TODO: Open the colour/tone side pane.
|
|
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
|
|
# TODO: Enable the "Edit" and "Delete" controls only if an SE is selected.
|
|
case property
|
|
when :add # Button
|
|
when :edit # Button
|
|
when :delete # Button
|
|
else
|
|
# particle = @anim[:particles][particle_index]
|
|
end
|
|
when :particle_pane
|
|
case property
|
|
when :graphic # Button
|
|
# TODO: Open the graphic chooser pop-up window.
|
|
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 :play_controls
|
|
# TODO: Will the play controls ever signal themselves as changed? I don't
|
|
# think so.
|
|
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
|
|
# TODO: Do we need to check for Input.text_input? I think just checking
|
|
# @captured != nil will suffice.
|
|
inputting_text = Input.text_input
|
|
Graphics.update
|
|
Input.update
|
|
update
|
|
if !inputting_text && @captured.nil?
|
|
if @quit || Input.trigger?(Input::BACK)
|
|
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
|
|
end
|
|
dispose
|
|
end
|
|
end
|