Beispiel #1
0
void ContextFlags::update(Context* context)
{
  Site site = context->activeSite();
  Document* document = static_cast<Document*>(site.document());

  m_flags = 0;

  if (document) {
    m_flags |= HasActiveDocument;

    if (document->lock(Document::ReadLock, 0)) {
      m_flags |= ActiveDocumentIsReadable;

      if (document->isMaskVisible())
        m_flags |= HasVisibleMask;

      Sprite* sprite = site.sprite();
      if (sprite) {
        m_flags |= HasActiveSprite;

        if (sprite->backgroundLayer())
          m_flags |= HasBackgroundLayer;

        Layer* layer = site.layer();
        if (layer) {
          m_flags |= HasActiveLayer;

          if (layer->isBackground())
            m_flags |= ActiveLayerIsBackground;

          if (layer->isVisible())
            m_flags |= ActiveLayerIsVisible;

          if (layer->isEditable())
            m_flags |= ActiveLayerIsEditable;

          if (layer->isImage()) {
            m_flags |= ActiveLayerIsImage;

            Cel* cel = layer->cel(site.frame());
            if (cel) {
              m_flags |= HasActiveCel;

              if (cel->image())
                m_flags |= HasActiveImage;
            }
          }
        }
      }

      if (document->lockToWrite(0))
        m_flags |= ActiveDocumentIsWritable;

      document->unlock();
    }
  }
}
Beispiel #2
0
void FlipCommand::onExecute(Context* context)
{
  ContextWriter writer(context);
  Document* document = writer.document();
  Sprite* sprite = writer.sprite();

  {
    Transaction transaction(writer.context(),
      m_flipMask ?
      (m_flipType == doc::algorithm::FlipHorizontal ?
        "Flip Horizontal":
        "Flip Vertical"):
      (m_flipType == doc::algorithm::FlipHorizontal ?
        "Flip Canvas Horizontal":
        "Flip Canvas Vertical"));
    DocumentApi api = document->getApi(transaction);

    CelList cels;
    if (m_flipMask) {
      auto range = App::instance()->timeline()->range();
      if (range.enabled())
        cels = get_unique_cels(sprite, range);
      else if (writer.cel())
        cels.push_back(writer.cel());
    }
    else {
      for (Cel* cel : sprite->uniqueCels())
        cels.push_back(cel);
    }

    Mask* mask = document->mask();
    if (m_flipMask && document->isMaskVisible()) {
      Site site = *writer.site();

      for (Cel* cel : cels) {
        site.frame(cel->frame());
        site.layer(cel->layer());

        int x, y;
        Image* image = site.image(&x, &y);
        if (!image)
          continue;

        // When the mask is inside the cel, we can try to flip the
        // pixels inside the image.
        if (cel->bounds().contains(mask->bounds())) {
          gfx::Rect flipBounds = mask->bounds();
          flipBounds.offset(-x, -y);
          flipBounds &= image->bounds();
          if (flipBounds.isEmpty())
            continue;

          if (mask->bitmap() && !mask->isRectangular())
            transaction.execute(new cmd::FlipMaskedCel(cel, m_flipType));
          else
            api.flipImage(image, flipBounds, m_flipType);

          if (cel->layer()->isTransparent())
            transaction.execute(new cmd::TrimCel(cel));
        }
        // When the mask is bigger than the cel bounds, we have to
        // expand the cel, make the flip, and shrink it again.
        else {
          gfx::Rect flipBounds = (sprite->bounds() & mask->bounds());
          if (flipBounds.isEmpty())
            continue;

          ExpandCelCanvas expand(
            site, cel->layer(),
            TiledMode::NONE, transaction,
            ExpandCelCanvas::None);

          expand.validateDestCanvas(gfx::Region(flipBounds));

          if (mask->bitmap() && !mask->isRectangular())
            doc::algorithm::flip_image_with_mask(
              expand.getDestCanvas(), mask, m_flipType,
              document->bgColor(cel->layer()));
          else
            doc::algorithm::flip_image(
              expand.getDestCanvas(),
              flipBounds, m_flipType);

          expand.commit();
        }
      }
    }
    else {
      for (Cel* cel : cels) {
        Image* image = cel->image();

        api.setCelPosition
          (sprite, cel,
            (m_flipType == doc::algorithm::FlipHorizontal ?
              sprite->width() - image->width() - cel->x():
              cel->x()),
            (m_flipType == doc::algorithm::FlipVertical ?
              sprite->height() - image->height() - cel->y():
              cel->y()));

        api.flipImage(image, image->bounds(), m_flipType);
      }
    }

    // Flip the mask.
    Image* maskBitmap = mask->bitmap();
    if (maskBitmap) {
      transaction.execute(new cmd::FlipMask(document, m_flipType));

      // Flip the mask position because the
      if (!m_flipMask)
        transaction.execute(
          new cmd::SetMaskPosition(
            document,
            gfx::Point(
              (m_flipType == doc::algorithm::FlipHorizontal ?
               sprite->width() - mask->bounds().x2():
               mask->bounds().x),
              (m_flipType == doc::algorithm::FlipVertical ?
               sprite->height() - mask->bounds().y2():
               mask->bounds().y))));

      document->generateMaskBoundaries();
    }

    transaction.commit();
  }

  update_screen_for_document(document);
}
void ColorQuantizationCommand::onExecute(Context* context)
{
  try {
    app::gen::PaletteFromSprite window;
    PalettePicks entries;

    Sprite* sprite;
    frame_t frame;
    Palette* curPalette;
    {
      ContextReader reader(context);
      Site site = context->activeSite();
      sprite = site.sprite();
      frame = site.frame();
      curPalette = sprite->palette(frame);

      window.newPalette()->setSelected(true);
      window.alphaChannel()->setSelected(
        App::instance()->preferences().quantization.withAlpha());
      window.ncolors()->setText("256");

      ColorBar::instance()->getPaletteView()->getSelectedEntries(entries);
      if (entries.picks() > 1) {
        window.currentRange()->setTextf(
          "%s, %d color(s)",
          window.currentRange()->text().c_str(),
          entries.picks());
      }
      else
        window.currentRange()->setEnabled(false);

      window.currentPalette()->setTextf(
        "%s, %d color(s)",
        window.currentPalette()->text().c_str(),
        curPalette->size());
    }

    window.openWindowInForeground();
    if (window.closer() != window.ok())
      return;

    bool withAlpha = window.alphaChannel()->isSelected();
    App::instance()->preferences().quantization.withAlpha(withAlpha);

    bool createPal = false;
    if (window.newPalette()->isSelected()) {
      int n = window.ncolors()->textInt();
      n = MAX(1, n);
      entries = PalettePicks(n);
      entries.all();
      createPal = true;
    }
    else if (window.currentPalette()->isSelected()) {
      entries.all();
    }
    if (entries.picks() == 0)
      return;

    Palette tmpPalette(frame, entries.picks());
    ColorQuantizationJob job(sprite, withAlpha, &tmpPalette);
    job.startJob();
    job.waitJob();
    if (job.isCanceled())
      return;

    base::UniquePtr<Palette> newPalette(
      new Palette(createPal ? tmpPalette:
                              *get_current_palette()));

    if (createPal) {
      entries = PalettePicks(newPalette->size());
      entries.all();
    }

    int i = 0, j = 0;
    for (bool state : entries) {
      if (state)
        newPalette->setEntry(i, tmpPalette.getEntry(j++));
      ++i;
    }

    if (*curPalette != *newPalette) {
      ContextWriter writer(UIContext::instance(), 500);
      Transaction transaction(writer.context(), "Color Quantization", ModifyDocument);
      transaction.execute(new cmd::SetPalette(sprite, frame, newPalette.get()));
      transaction.commit();

      set_current_palette(newPalette.get(), false);
      ui::Manager::getDefault()->invalidate();
    }
  }
  catch (base::Exception& e) {
    Console::showException(e);
  }
}
void FramePropertiesCommand::onExecute(Context* context)
{
  const ContextReader reader(context);
  const Sprite* sprite = reader.sprite();
  auto& docPref = Preferences::instance().document(context->activeDocument());
  int base = docPref.timeline.firstFrame();
  app::gen::FrameProperties window;
  SelectedFrames selFrames;

  switch (m_target) {

    case ALL_FRAMES:
      selFrames.insert(0, sprite->lastFrame());
      break;

    case CURRENT_RANGE: {
      Site site = context->activeSite();
      if (site.inTimeline()) {
        selFrames = site.selectedFrames();
      }
      else {
        selFrames.insert(site.frame());
      }
      break;
    }

    case SPECIFIC_FRAME:
      selFrames.insert(m_frame-base);
      break;
  }

  ASSERT(!selFrames.empty());
  if (selFrames.empty())
    return;

  if (selFrames.size() == 1)
    window.frame()->setTextf("%d", selFrames.firstFrame()+base);
  else if (selFrames.ranges() == 1) {
    window.frame()->setTextf("[%d...%d]",
                             selFrames.firstFrame()+base,
                             selFrames.lastFrame()+base);
  }
  else
    window.frame()->setTextf("Multiple Frames");

  window.frlen()->setTextf(
    "%d", sprite->frameDuration(selFrames.firstFrame()));

  window.openWindowInForeground();
  if (window.closer() == window.ok()) {
    int newMsecs = window.frlen()->textInt();

    ContextWriter writer(reader);
    Transaction transaction(writer.context(), "Frame Duration");
    DocApi api = writer.document()->getApi(transaction);

    for (frame_t frame : selFrames)
      api.setFrameDuration(writer.sprite(), frame, newMsecs);

    transaction.commit();
  }
}
Beispiel #5
0
SpritePosition CmdTransaction::calcSpritePosition() const
{
  Site site = context()->activeSite();
  return SpritePosition(site.layer(), site.frame());
}
Beispiel #6
0
ExpandCelCanvas::ExpandCelCanvas(Site site,
  TiledMode tiledMode, Transaction& transaction, Flags flags)
  : m_document(static_cast<app::Document*>(site.document()))
  , m_sprite(site.sprite())
  , m_layer(site.layer())
  , m_cel(NULL)
  , m_celImage(NULL)
  , m_celCreated(false)
  , m_flags(flags)
  , m_srcImage(NULL)
  , m_dstImage(NULL)
  , m_closed(false)
  , m_committed(false)
  , m_transaction(transaction)
{
  ASSERT(!singleton);
  singleton = this;

  create_buffers();

  if (m_layer->isImage()) {
    m_cel = m_layer->cel(site.frame());
    if (m_cel)
      m_celImage = m_cel->imageRef();
  }

  // Create a new cel
  if (m_cel == NULL) {
    m_celCreated = true;
    m_cel = new Cel(site.frame(), ImageRef(NULL));
  }

  m_origCelPos = m_cel->position();

  // Region to draw
  gfx::Rect celBounds(
    m_cel->x(),
    m_cel->y(),
    m_celImage ? m_celImage->width(): m_sprite->width(),
    m_celImage ? m_celImage->height(): m_sprite->height());

  gfx::Rect spriteBounds(0, 0,
    m_sprite->width(),
    m_sprite->height());

  if (tiledMode == TiledMode::NONE) { // Non-tiled
    m_bounds = celBounds.createUnion(spriteBounds);
  }
  else {                         // Tiled
    m_bounds = spriteBounds;
  }

  // We have to adjust the cel position to match the m_dstImage
  // position (the new m_dstImage will be used in RenderEngine to
  // draw this cel).
  m_cel->setPosition(m_bounds.x, m_bounds.y);

  if (m_celCreated) {
    getDestCanvas();
    m_cel->data()->setImage(m_dstImage);
    static_cast<LayerImage*>(m_layer)->addCel(m_cel);
  }
}
Beispiel #7
0
// Draws the brush cursor in the specified absolute mouse position
// given in 'pos' param.  Warning: You should clean the cursor before
// to use this routine with other editor.
void BrushPreview::show(const gfx::Point& screenPos)
{
  if (m_onScreen)
    hide();

  app::Document* document = m_editor->document();
  Sprite* sprite = m_editor->sprite();
  Layer* layer = m_editor->layer();
  ASSERT(sprite);

  // Get drawable region
  m_editor->getDrawableRegion(m_clippingRegion, ui::Widget::kCutTopWindows);

  // Remove the invalidated region in the editor.
  m_clippingRegion.createSubtraction(m_clippingRegion,
                                     m_editor->getUpdateRegion());

  // Get cursor color
  const auto& pref = Preferences::instance();
  app::Color app_cursor_color = pref.editor.cursorColor();
  gfx::Color ui_cursor_color = color_utils::color_for_ui(app_cursor_color);
  m_blackAndWhiteNegative = (app_cursor_color.getType() == app::Color::MaskType);

  // Cursor in the screen (view)
  m_screenPosition = screenPos;

  // Get cursor position in the editor
  gfx::Point spritePos = m_editor->screenToEditor(screenPos);

  // Get the current tool
  tools::Ink* ink = m_editor->getCurrentEditorInk();

  bool isFloodfill = m_editor->getCurrentEditorTool()->getPointShape(0)->isFloodFill();

  // Setup the cursor type depending on several factors (current tool,
  // foreground color, layer transparency, brush size, etc.).
  Brush* brush = getCurrentBrush();
  color_t brush_color = getBrushColor(sprite, layer);
  color_t mask_index = sprite->transparentColor();

  if (ink->isSelection() || ink->isSlice()) {
    m_type = SELECTION_CROSS;
  }
  else if (
    (brush->type() == kImageBrushType ||
     brush->size() > 1.0 / m_editor->zoom().scale()) &&
    (// Use cursor bounds for inks that are effects (eraser, blur, etc.)
     (ink->isEffect()) ||
     // or when the brush color is transparent and we are not in the background layer
     (!ink->isShading() &&
      (layer && !layer->isBackground()) &&
      ((sprite->pixelFormat() == IMAGE_INDEXED && brush_color == mask_index) ||
       (sprite->pixelFormat() == IMAGE_RGB && rgba_geta(brush_color) == 0) ||
       (sprite->pixelFormat() == IMAGE_GRAYSCALE && graya_geta(brush_color) == 0))))) {
    m_type = BRUSH_BOUNDARIES;
  }
  else {
    m_type = CROSS;
  }

  bool usePreview = false;

  auto brushPreview = pref.editor.brushPreview();
  if (!m_editor->docPref().show.brushPreview())
    brushPreview = app::gen::BrushPreview::NONE;

  switch (brushPreview) {
    case app::gen::BrushPreview::NONE:
      m_type = CROSS;
      break;
    case app::gen::BrushPreview::EDGES:
      m_type = BRUSH_BOUNDARIES;
      break;
    case app::gen::BrushPreview::FULL:
      usePreview = m_editor->getState()->requireBrushPreview();
      break;
  }

  // For cursor type 'bounds' we have to generate cursor boundaries
  if (m_type & BRUSH_BOUNDARIES)
    generateBoundaries();

  // Draw pixel/brush preview
  if ((m_type & CROSS) && usePreview) {
    gfx::Rect origBrushBounds = (isFloodfill ? gfx::Rect(0, 0, 1, 1): brush->bounds());
    gfx::Rect brushBounds = origBrushBounds;
    brushBounds.offset(spritePos);

    // Create the extra cel to show the brush preview
    Site site = m_editor->getSite();
    Cel* cel = site.cel();

    int t, opacity = 255;
    if (cel) opacity = MUL_UN8(opacity, cel->opacity(), t);
    if (layer) opacity = MUL_UN8(opacity, static_cast<LayerImage*>(layer)->opacity(), t);

    if (!m_extraCel)
      m_extraCel.reset(new ExtraCel);
    m_extraCel->create(document->sprite(), brushBounds, site.frame(), opacity);
    m_extraCel->setType(render::ExtraType::NONE);
    m_extraCel->setBlendMode(
      (layer ? static_cast<LayerImage*>(layer)->blendMode():
               BlendMode::NORMAL));

    document->setExtraCel(m_extraCel);

    Image* extraImage = m_extraCel->image();
    extraImage->setMaskColor(mask_index);
    clear_image(extraImage,
                (extraImage->pixelFormat() == IMAGE_INDEXED ? mask_index: 0));

    if (layer) {
      render::Render().renderLayer(
        extraImage, layer, site.frame(),
        gfx::Clip(0, 0, brushBounds),
        BlendMode::SRC);

      // This extra cel is a patch for the current layer/frame
      m_extraCel->setType(render::ExtraType::PATCH);
    }

    {
      base::UniquePtr<tools::ToolLoop> loop(
        create_tool_loop_preview(
          m_editor, extraImage,
          brushBounds.origin()));
      if (loop) {
        loop->getInk()->prepareInk(loop);
        loop->getIntertwine()->prepareIntertwine();
        loop->getController()->prepareController(ui::kKeyNoneModifier);
        loop->getPointShape()->preparePointShape(loop);
        loop->getPointShape()->transformPoint(
          loop, -origBrushBounds.x, -origBrushBounds.y);
      }
    }

    document->notifySpritePixelsModified(
      sprite, gfx::Region(m_lastBounds = brushBounds),
      m_lastFrame = site.frame());

    m_withRealPreview = true;
  }

  // Save area and draw the cursor
  {
    ui::ScreenGraphics g;
    ui::SetClip clip(&g, gfx::Rect(0, 0, g.width(), g.height()));

    forEachBrushPixel(&g, m_screenPosition, spritePos, ui_cursor_color, &BrushPreview::savePixelDelegate);
    forEachBrushPixel(&g, m_screenPosition, spritePos, ui_cursor_color, &BrushPreview::drawPixelDelegate);
  }

  // Cursor in the editor (model)
  m_onScreen = true;
  m_editorPosition = spritePos;

  // Save the clipping-region to know where to clean the pixels
  m_oldClippingRegion = m_clippingRegion;
}
void ColorQuantizationCommand::onExecute(Context* context)
{
  try {
    app::gen::PaletteFromSprite window;
    PalettePicks entries;

    Sprite* sprite;
    frame_t frame;
    Palette* curPalette;
    {
      ContextReader reader(context);
      Site site = context->activeSite();
      sprite = site.sprite();
      frame = site.frame();
      curPalette = sprite->palette(frame);

      window.newPalette()->setSelected(true);
      window.alphaChannel()->setSelected(
        App::instance()->preferences().quantization.withAlpha());
      window.ncolors()->setText("256");

      ColorBar::instance()->getPaletteView()->getSelectedEntries(entries);
      if (entries.picks() > 1) {
        window.currentRange()->setTextf(
          "%s, %d color(s)",
          window.currentRange()->text().c_str(),
          entries.picks());
      }
      else
        window.currentRange()->setEnabled(false);

      window.currentPalette()->setTextf(
        "%s, %d color(s)",
        window.currentPalette()->text().c_str(),
        curPalette->size());
    }

    window.openWindowInForeground();
    if (window.closer() != window.ok())
      return;

    bool withAlpha = window.alphaChannel()->isSelected();
    App::instance()->preferences().quantization.withAlpha(withAlpha);

    bool createPal = false;
    if (window.newPalette()->isSelected()) {
      int n = window.ncolors()->textInt();
      n = MAX(1, n);
      entries = PalettePicks(n);
      entries.all();
      createPal = true;
    }
    else if (window.currentPalette()->isSelected()) {
      entries.all();
    }
    if (entries.picks() == 0)
      return;

    Palette tmpPalette(frame, entries.picks());

    ContextReader reader(context);
    SpriteJob job(reader, "Color Quantization");
    const bool newBlend = Preferences::instance().experimental.newBlend();
    job.startJobWithCallback(
      [sprite, withAlpha, &tmpPalette, &job, newBlend]{
        render::create_palette_from_sprite(
          sprite, 0, sprite->lastFrame(),
          withAlpha, &tmpPalette,
          &job,
          newBlend);     // SpriteJob is a render::TaskDelegate
      });
    job.waitJob();
    if (job.isCanceled())
      return;

    std::unique_ptr<Palette> newPalette(
      new Palette(createPal ? tmpPalette:
                              *get_current_palette()));

    if (createPal) {
      entries = PalettePicks(newPalette->size());
      entries.all();
    }

    int i = 0, j = 0;
    for (bool state : entries) {
      if (state)
        newPalette->setEntry(i, tmpPalette.getEntry(j++));
      ++i;
    }

    if (*curPalette != *newPalette)
      job.tx()(new cmd::SetPalette(sprite, frame, newPalette.get()));

    set_current_palette(newPalette.get(), false);
    ui::Manager::getDefault()->invalidate();
  }
  catch (const base::Exception& e) {
    Console::showException(e);
  }
}
Beispiel #9
0
void UndoCommand::onExecute(Context* context)
{
  ContextWriter writer(context);
  Doc* document(writer.document());
  DocUndo* undo = document->undoHistory();

#ifdef ENABLE_UI
  Sprite* sprite = document->sprite();
  SpritePosition spritePosition;
  const bool gotoModified =
    (Preferences::instance().undo.gotoModified() &&
     context->isUIAvailable() && current_editor);
  if (gotoModified) {
    SpritePosition currentPosition(writer.site()->layer(),
                                   writer.site()->frame());

    if (m_type == Undo)
      spritePosition = undo->nextUndoSpritePosition();
    else
      spritePosition = undo->nextRedoSpritePosition();

    if (spritePosition != currentPosition) {
      Layer* selectLayer = spritePosition.layer();
      if (selectLayer)
        current_editor->setLayer(selectLayer);
      current_editor->setFrame(spritePosition.frame());

      // Draw the current layer/frame (which is not undone yet) so the
      // user can see the doUndo/doRedo effect.
      current_editor->drawSpriteClipped(
        gfx::Region(gfx::Rect(0, 0, sprite->width(), sprite->height())));

      current_editor->manager()->flipDisplay();
      base::this_thread::sleep_for(0.01);
    }
  }

  // Get the stream to deserialize the document range after executing
  // the undo/redo action. We cannot yet deserialize the document
  // range because there could be inexistent layers.
  std::istream* docRangeStream;
  if (m_type == Undo)
    docRangeStream = undo->nextUndoDocRange();
  else
    docRangeStream = undo->nextRedoDocRange();

  StatusBar* statusbar = StatusBar::instance();
  if (statusbar) {
    std::string msg;
    if (m_type == Undo)
      msg = "Undid " + undo->nextUndoLabel();
    else
      msg = "Redid " + undo->nextRedoLabel();
    if (Preferences::instance().undo.showTooltip())
      statusbar->showTip(1000, msg.c_str());
    else
      statusbar->setStatusText(0, msg.c_str());
  }
#endif // ENABLE_UI

  // Effectively undo/redo.
  if (m_type == Undo)
    undo->undo();
  else
    undo->redo();

#ifdef ENABLE_UI
  // After redo/undo, we retry to change the current SpritePosition
  // (because new frames/layers could be added, positions that we
  // weren't able to reach before the undo).
  if (gotoModified) {
    Site newSite = context->activeSite();
    SpritePosition currentPosition(
      newSite.layer(),
      newSite.frame());

    if (spritePosition != currentPosition) {
      Layer* selectLayer = spritePosition.layer();
      if (selectLayer)
        current_editor->setLayer(selectLayer);
      current_editor->setFrame(spritePosition.frame());
    }
  }

  // Update timeline range. We've to deserialize the DocRange at
  // this point when objects (possible layers) are re-created after
  // the undo and we can deserialize them.
  if (docRangeStream) {
    Timeline* timeline = App::instance()->timeline();
    if (timeline) {
      DocRange docRange;
      if (docRange.read(*docRangeStream))
        timeline->setRange(docRange);
    }
  }
#endif  // ENABLE_UI

  document->generateMaskBoundaries();
  document->setExtraCel(ExtraCelRef(nullptr));

#ifdef ENABLE_UI
  update_screen_for_document(document);
#endif
  set_current_palette(writer.palette(), false);
}