Dirty::Dirty(const Dirty& src) : m_imgtype(src.m_imgtype) , m_x1(src.m_x1), m_y1(src.m_y1) , m_x2(src.m_x2), m_y2(src.m_y2) { m_rows.resize(src.m_rows.size()); for (size_t v=0; v<m_rows.size(); ++v) { const Row& srcRow = src.getRow(v); Row* row = new Row(srcRow.y); row->cols.resize(srcRow.cols.size()); for (size_t u=0; u<row->cols.size(); ++u) { Col* col = new Col(*srcRow.cols[u]); row->cols[u] = col; } m_rows[v] = row; } }
void UndoTransaction::flattenLayers(int bgcolor) { Image* cel_image; Cel* cel; int frame; // create a temporary image UniquePtr<Image> image_wrap(Image::create(m_sprite->getPixelFormat(), m_sprite->getWidth(), m_sprite->getHeight())); Image* image = image_wrap.get(); /* get the background layer from the sprite */ LayerImage* background = m_sprite->getBackgroundLayer(); if (!background) { /* if there aren't a background layer we must to create the background */ background = new LayerImage(m_sprite); if (isEnabled()) m_undoHistory->pushUndoer(new undoers::AddLayer(m_undoHistory->getObjects(), m_sprite->getFolder(), background)); m_sprite->getFolder()->add_layer(background); if (isEnabled()) m_undoHistory->pushUndoer(new undoers::MoveLayer(m_undoHistory->getObjects(), background)); background->configureAsBackground(); } /* copy all frames to the background */ for (frame=0; frame<m_sprite->getTotalFrames(); frame++) { /* clear the image and render this frame */ image_clear(image, bgcolor); layer_render(m_sprite->getFolder(), image, 0, 0, frame); cel = background->getCel(frame); if (cel) { cel_image = m_sprite->getStock()->getImage(cel->getImage()); ASSERT(cel_image != NULL); /* we have to save the current state of `cel_image' in the undo */ if (isEnabled()) { Dirty* dirty = new Dirty(cel_image, image); dirty->saveImagePixels(cel_image); m_undoHistory->pushUndoer(new undoers::DirtyArea( m_undoHistory->getObjects(), cel_image, dirty)); delete dirty; } } else { /* if there aren't a cel in this frame in the background, we have to create a copy of the image for the new cel */ cel_image = Image::createCopy(image); /* TODO error handling: if (!cel_image) { ... } */ /* here we create the new cel (with the new image `cel_image') */ cel = new Cel(frame, m_sprite->getStock()->addImage(cel_image)); /* TODO error handling: if (!cel) { ... } */ /* and finally we add the cel in the background */ background->addCel(cel); } image_copy(cel_image, image, 0, 0); } /* select the background */ if (m_sprite->getCurrentLayer() != background) { if (isEnabled()) m_undoHistory->pushUndoer(new undoers::SetCurrentLayer( m_undoHistory->getObjects(), m_sprite)); m_sprite->setCurrentLayer(background); } // Remove old layers. LayerList layers = m_sprite->getFolder()->get_layers_list(); LayerIterator it = layers.begin(); LayerIterator end = layers.end(); for (; it != end; ++it) { if (*it != background) { Layer* old_layer = *it; // Remove the layer if (isEnabled()) m_undoHistory->pushUndoer(new undoers::RemoveLayer(m_undoHistory->getObjects(), old_layer)); m_sprite->getFolder()->remove_layer(old_layer); // Destroy the layer delete old_layer; } } }
void DocumentApi::flattenLayers(Sprite* sprite, int bgcolor) { Image* cel_image; Cel* cel; DocumentUndo* undo = m_document->getUndo(); // Create a temporary image. UniquePtr<Image> image_wrap(Image::create(sprite->getPixelFormat(), sprite->getWidth(), sprite->getHeight())); Image* image = image_wrap.get(); // Get the background layer from the sprite. LayerImage* background = sprite->getBackgroundLayer(); if (!background) { // If there aren't a background layer we must to create the background. background = new LayerImage(sprite); addLayer(sprite->getFolder(), background, NULL); configureLayerAsBackground(background); } // Copy all frames to the background. for (FrameNumber frame(0); frame<sprite->getTotalFrames(); ++frame) { // Clear the image and render this frame. image_clear(image, bgcolor); layer_render(sprite->getFolder(), image, 0, 0, frame); cel = background->getCel(frame); if (cel) { cel_image = sprite->getStock()->getImage(cel->getImage()); ASSERT(cel_image != NULL); // We have to save the current state of `cel_image' in the undo. if (undo->isEnabled()) { Dirty* dirty = new Dirty(cel_image, image); dirty->saveImagePixels(cel_image); m_undoers->pushUndoer(new undoers::DirtyArea( getObjects(), cel_image, dirty)); delete dirty; } } else { // If there aren't a cel in this frame in the background, we // have to create a copy of the image for the new cel. cel_image = Image::createCopy(image); // TODO error handling: if createCopy throws // Here we create the new cel (with the new image `cel_image'). cel = new Cel(frame, sprite->getStock()->addImage(cel_image)); // TODO error handling: if new Cel throws // And finally we add the cel in the background. background->addCel(cel); } image_copy(cel_image, image, 0, 0); } // Delete old layers. LayerList layers = sprite->getFolder()->getLayersList(); LayerIterator it = layers.begin(); LayerIterator end = layers.end(); for (; it != end; ++it) if (*it != background) removeLayer(*it); }