Ejemplo n.º 1
0
        bool Brush::intersectsBrush(const Brush& brush) const {
            if (!bounds().intersects(brush.bounds()))
                return false;

            // separating axis theorem
            // http://www.geometrictools.com/Documentation/MethodOfSeparatingAxes.pdf

            FaceList::const_iterator faceIt, faceEnd;

            const VertexList& myVertices = vertices();
            const FaceList& theirFaces = brush.faces();
            for (faceIt = theirFaces.begin(), faceEnd = theirFaces.end(); faceIt != faceEnd; ++faceIt) {
                const Face& theirFace = **faceIt;
                const Vec3f& origin = theirFace.vertices().front()->position;
                const Vec3f& direction = theirFace.boundary().normal;
                if (vertexStatusFromRay(origin, direction, myVertices) == PointStatus::PSAbove)
                    return false;
            }

            const VertexList& theirVertices = brush.vertices();
            for (faceIt = m_faces.begin(), faceEnd = m_faces.end(); faceIt != faceEnd; ++faceIt) {
                const Face& myFace = **faceIt;
                const Vec3f& origin = myFace.vertices().front()->position;
                const Vec3f& direction = myFace.boundary().normal;
                if (vertexStatusFromRay(origin, direction, theirVertices) == PointStatus::PSAbove)
                    return false;
            }

            const EdgeList& myEdges = edges();
            const EdgeList& theirEdges = brush.edges();
            EdgeList::const_iterator myEdgeIt, myEdgeEnd, theirEdgeIt, theirEdgeEnd;
            for (myEdgeIt = myEdges.begin(), myEdgeEnd = myEdges.end(); myEdgeIt != myEdgeEnd; ++myEdgeIt) {
                const Edge& myEdge = **myEdgeIt;
                for (theirEdgeIt = theirEdges.begin(), theirEdgeEnd = theirEdges.end(); theirEdgeIt != theirEdgeEnd; ++theirEdgeIt) {
                    const Edge& theirEdge = **theirEdgeIt;
                    const Vec3f myEdgeVec = myEdge.vector();
                    const Vec3f theirEdgeVec = theirEdge.vector();
                    const Vec3f& origin = myEdge.start->position;
                    const Vec3f direction = crossed(myEdgeVec, theirEdgeVec);

                    PointStatus::Type myStatus = vertexStatusFromRay(origin, direction, myVertices);
                    if (myStatus != PointStatus::PSInside) {
                        PointStatus::Type theirStatus = vertexStatusFromRay(origin, direction, theirVertices);
                        if (theirStatus != PointStatus::PSInside) {
                            if (myStatus != theirStatus)
                                return false;
                        }
                    }
                }
            }

            return true;
        }
Ejemplo n.º 2
0
        bool Brush::containsBrush(const Brush& brush) const {
            if (bounds().contains(brush.bounds()))
                return false;

            const VertexList& theirVertices = brush.vertices();
            VertexList::const_iterator vertexIt, vertexEnd;
            for (vertexIt = theirVertices.begin(), vertexEnd = theirVertices.end(); vertexIt != vertexEnd; ++vertexIt) {
                const Vertex& vertex = **vertexIt;
                if (!containsPoint(vertex.position))
                    return false;
            }

            return true;
        }
Ejemplo n.º 3
0
void Editor::moveBrushPreview(const gfx::Point& pos, bool refresh)
{
  ASSERT(m_sprite != NULL);

  gfx::Point oldScreenPos = m_cursorScreen;
  gfx::Point oldEditorPos = m_cursorEditor;

  clearBrushPreview(false);
  drawBrushPreview(pos, false);

  gfx::Point newEditorPos = m_cursorEditor;

  if (refresh) {
    // Restore pixels
    {
      ScreenGraphics g;
      SetClip clip(&g, gfx::Rect(0, 0, g.width(), g.height()));

      forEachBrushPixel(&g, oldScreenPos, oldEditorPos, gfx::ColorNone, clearpixel);
    }

    if (cursor_type & CURSOR_THINCROSS && m_state->requireBrushPreview()) {
      Brush* brush = get_current_brush();

      gfx::Rect newBrushBounds = brush->bounds();
      newBrushBounds.offset(newEditorPos);

      m_document->notifySpritePixelsModified
        (m_sprite, gfx::Region(lastBrushBounds.createUnion(newBrushBounds)));
      lastBrushBounds = newBrushBounds;
    }

    // Save area and draw the cursor
    ScreenGraphics g;
    forEachBrushPixel(&g, m_cursorScreen, newEditorPos, ui_cursor_color, savepixel);
    forEachBrushPixel(&g, m_cursorScreen, newEditorPos, ui_cursor_color, drawpixel);
  }
}
Ejemplo n.º 4
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);

  // Get cursor color
  app::Color app_cursor_color = Preferences::instance().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 debrushding of several factors (current tool,
  // foreground color, and layer transparency).
  color_t brush_color = getBrushColor(sprite, layer);
  color_t mask_color = sprite->transparentColor();

  if (ink->isSelection() || ink->isSlice()) {
    m_type = SELECTION_CROSS;
  }
  else if (
    // 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
    (layer && !layer->isBackground() &&
     brush_color == mask_color)) {
    m_type = BRUSH_BOUNDARIES;
  }
  else {
    m_type = CROSS;
  }

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

  // Draw pixel/brush preview
  if ((m_type & CROSS) &&
      m_editor->getState()->requireBrushPreview()) {
    Brush* brush = getCurrentBrush();
    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);

    document->prepareExtraCel(brushBounds, opacity);
    document->setExtraCelType(render::ExtraType::NONE);
    document->setExtraCelBlendMode(
      (layer ? static_cast<LayerImage*>(layer)->blendMode():
               BlendMode::NORMAL));

    Image* extraImage = document->getExtraCelImage();
    extraImage->setMaskColor(mask_color);
    clear_image(extraImage, mask_color);

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

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

    tools::ToolLoop* loop = create_tool_loop_preview(
      m_editor, UIContext::instance(), extraImage,
      -gfx::Point(brushBounds.x,
                  brushBounds.y));

    if (loop) {
      loop->getInk()->prepareInk(loop);
      loop->getIntertwine()->prepareIntertwine();
      loop->getController()->prepareController();
      loop->getPointShape()->preparePointShape(loop);
      loop->getPointShape()->transformPoint(
        loop, -origBrushBounds.x, -origBrushBounds.y);
      delete loop;
    }

    document->notifySpritePixelsModified(
      sprite, gfx::Region(m_lastBounds = brushBounds));
  }

  // 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;
}
Ejemplo n.º 5
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;
}
Ejemplo n.º 6
0
// Draws the brush cursor inside the specified editor.
// Warning: You should clean the cursor before to use
// this routine with other editor.
//
// Note: x and y params are absolute positions of the mouse.
void Editor::drawBrushPreview(const gfx::Point& pos, bool refresh)
{
  ASSERT(m_cursorThick == 0);
  ASSERT(m_sprite != NULL);

  // Get drawable region
  getDrawableRegion(clipping_region, kCutTopWindows);

  // Get cursor color
  cursor_negative = is_cursor_mask;

  // Cursor in the screen (view)
  m_cursorScreen = pos;

  // Get cursor position in the editor
  gfx::Point spritePos = screenToEditor(pos);

  // Get the current tool
  tools::Tool* tool = getCurrentEditorTool();
  tools::Ink* ink = getCurrentEditorInk();

  // Setup the cursor type debrushding of several factors (current tool,
  // foreground color, and layer transparency).
  color_t brush_color = get_brush_color(m_sprite, m_layer);
  color_t mask_color = m_sprite->transparentColor();

  if (ink->isSelection() || ink->isSlice()) {
    cursor_type = CURSOR_THICKCROSS;
  }
  else if (
    // 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
    (m_layer && !m_layer->isBackground() &&
     brush_color == mask_color)) {
    cursor_type = CURSOR_BRUSHBOUNDS;
  }
  else {
    cursor_type = CURSOR_THINCROSS;
  }

  // For cursor type 'bounds' we have to generate cursor boundaries
  if (cursor_type & CURSOR_BRUSHBOUNDS)
    generate_cursor_boundaries(this);

  // Draw pixel/brush preview
  if (cursor_type & CURSOR_THINCROSS && m_state->requireBrushPreview()) {
    IToolSettings* tool_settings = UIContext::instance()
      ->settings()
      ->getToolSettings(tool);

    Brush* brush = get_current_brush();
    gfx::Rect brushBounds = brush->bounds();
    brushBounds.offset(spritePos);

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

    m_document->prepareExtraCel(
      brushBounds,
      cel ? cel->opacity(): 255);
    m_document->setExtraCelType(render::ExtraType::NONE);
    m_document->setExtraCelBlendMode(
      m_layer ? static_cast<LayerImage*>(m_layer)->getBlendMode(): BLEND_MODE_NORMAL);

    // In 'indexed' images, if the current color is 0, we have to use
    // a different mask color (different from 0) to draw the extra layer
    if (brush_color == mask_color)
      mask_color = (mask_color == 0 ? 1: 0);

    Image* extraImage = m_document->getExtraCelImage();
    extraImage->setMaskColor(mask_color);
    clear_image(extraImage, mask_color);

    if (m_layer) {
      render::Render().renderLayer(
        extraImage, m_layer, m_frame,
        gfx::Clip(0, 0, brushBounds),
        BLEND_MODE_COPY);

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

    tools::ToolLoop* loop = create_tool_loop_preview(
      this, UIContext::instance(), extraImage,
      -gfx::Point(brushBounds.x,
                  brushBounds.y));

    if (loop) {
      loop->getInk()->prepareInk(loop);
      loop->getIntertwine()->prepareIntertwine();
      loop->getController()->prepareController();
      loop->getPointShape()->preparePointShape(loop);
      loop->getPointShape()->transformPoint(
        loop, -brush->bounds().x, -brush->bounds().y);
      delete loop;
    }

    if (refresh) {
      m_document->notifySpritePixelsModified
        (m_sprite, gfx::Region(lastBrushBounds = brushBounds));
    }
  }

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

    forEachBrushPixel(&g, m_cursorScreen, spritePos, ui_cursor_color, savepixel);
    forEachBrushPixel(&g, m_cursorScreen, spritePos, ui_cursor_color, drawpixel);
  }

  // Cursor thickness
  m_cursorThick = 1;

  // Cursor in the editor (model)
  m_cursorEditor = spritePos;

  // Save the clipping-region to know where to clean the pixels
  old_clipping_region = clipping_region;
}