Files
CodenameEngine/source/funkin/editors/character/CharacterAnimsWindow.hx
T

53 lines
2.0 KiB
Haxe

package funkin.editors.character;
import flixel.animation.FlxAnimation;
import flixel.graphics.FlxGraphic;
import openfl.geom.Rectangle;
import flixel.graphics.frames.FlxFrame;
import funkin.game.Character;
using funkin.backend.utils.BitmapUtil;
class CharacterAnimsWindow extends UIButtonList<CharacterAnimButton> {
public var character:Character;
public var displayWindowSprite:FlxSprite;
public var displayWindowGraphic:FlxGraphic;
public var displayAnimsFramesList:Map<String, {scale:Float, animBounds:Rectangle, frame:Int}> = [];
public function new(x:Float, y:Float, character:Character) {
super(x, y, Std.int(500-16), 419, "", FlxPoint.get(Std.int(500-16-32), 208));
cameraSpacing = 0;
frames = Paths.getFrames('editors/ui/inputbox');
buttonCameras.pixelPerfectRender = true;
if (Assets.exists(Paths.image('characters/${character.sprite}')))
displayWindowGraphic = FlxG.bitmap.add(Assets.getBitmapData(Paths.image('characters/${character.sprite}'), true, false));
displayWindowSprite = new FlxSprite();
displayWindowSprite.loadGraphicFromSprite(character);
displayWindowSprite.antialiasing = character.antialiasing;
displayWindowSprite.flipX = character.flipX;
@:privateAccess
for (name => anim in displayWindowSprite.animation._animations)
buildAnimDisplay(name, anim);
for (anim in character.getAnimOrder())
add(new CharacterAnimButton(0,0, character.animDatas.get(anim), this));
this.character = character;
}
public function buildAnimDisplay(name:String, anim:FlxAnimation) {
var frameIndex:Int = anim.frames.getDefault([0])[0];
var frame:FlxFrame = displayWindowSprite.frames.frames[frameIndex];
var frameRect:Rectangle = new Rectangle(frame.offset.x, frame.offset.y, frame.sourceSize.x, frame.sourceSize.y);
var animBounds:Rectangle = displayWindowGraphic != null ? displayWindowGraphic.bitmap.bounds(frameRect) : frameRect;
displayAnimsFramesList.set(name, {frame: anim.frames.getDefault([0])[0], scale: 104/animBounds.height, animBounds: animBounds});
}
}