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); } }