void stroke_selection(Image* image,
                      const gfx::Point& offset,
                      const Mask* origMask,
                      const color_t color)
{
  ASSERT(origMask);
  ASSERT(origMask->bitmap());
  if (!origMask || !origMask->bitmap())
    return;

  gfx::Rect bounds = origMask->bounds();
  if (bounds.isEmpty())
    return;

  Mask mask;
  mask.reserve(bounds);
  mask.freeze();
  modify_selection(
    SelectionModifier::Border,
    origMask, &mask, 1,
    BrushType::kCircleBrushType);
  mask.unfreeze();

  // Both mask must have the same bounds.
  ASSERT(mask.bounds() == origMask->bounds());

  if (mask.bitmap())
    fill_selection(image, offset, &mask, color);
}
Exemple #2
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void InvertMaskCommand::onExecute(Context* context)
{
  bool hasMask = false;
  {
    const ContextReader reader(context);
    if (reader.document()->isMaskVisible())
      hasMask = true;
  }

  // without mask?...
  if (!hasMask) {
    // so we select all
    Command* mask_all_cmd =
      CommandsModule::instance()->getCommandByName(CommandId::MaskAll);
    context->executeCommand(mask_all_cmd);
  }
  // invert the current mask
  else {
    ContextWriter writer(context);
    Document* document(writer.document());
    Sprite* sprite(writer.sprite());

    // Select all the sprite area
    base::UniquePtr<Mask> mask(new Mask());
    mask->replace(sprite->bounds());

    // Remove in the new mask the current sprite marked region
    const gfx::Rect& maskBounds = document->mask()->bounds();
    doc::fill_rect(mask->bitmap(),
      maskBounds.x, maskBounds.y,
      maskBounds.x + maskBounds.w-1,
      maskBounds.y + maskBounds.h-1, 0);

    Mask* curMask = document->mask();
    if (curMask->bitmap()) {
      // Copy the inverted region in the new mask (we just modify the
      // document's mask temporaly here)
      curMask->freeze();
      curMask->invert();
      doc::copy_image(mask->bitmap(),
        curMask->bitmap(),
        curMask->bounds().x,
        curMask->bounds().y);
      curMask->invert();
      curMask->unfreeze();
    }

    // We need only need the area inside the sprite
    mask->intersect(sprite->bounds());

    // Set the new mask
    Transaction transaction(writer.context(), "Mask Invert", DoesntModifyDocument);
    transaction.execute(new cmd::SetMask(document, mask));
    transaction.commit();

    document->generateMaskBoundaries();
    update_screen_for_document(document);
  }
}
EditorState::LeaveAction MovingSelectionState::onLeaveState(Editor* editor, EditorState* newState)
{
  Document* doc = editor->document();
  Mask* mask = doc->mask();
  gfx::Point newOrigin = mask->bounds().origin();

  // Restore the mask to the original state so we can transform it
  // with the a undoable transaction.
  mask->setOrigin(m_selOrigin.x,
                  m_selOrigin.y);
  mask->unfreeze();

  {
    ContextWriter writer(UIContext::instance(), 1000);
    Transaction transaction(writer.context(), "Move Selection Edges", DoesntModifyDocument);
    transaction.execute(new cmd::SetMaskPosition(doc, newOrigin));
    transaction.commit();
  }

  doc->resetTransformation();
  doc->notifyGeneralUpdate();
  return StandbyState::onLeaveState(editor, newState);
}