예제 #1
0
void UndoTransaction::removeFrameOfLayer(Layer* layer, int frame)
{
  ASSERT(layer);
  ASSERT(frame >= 0);

  switch (layer->getType()) {

    case GFXOBJ_LAYER_IMAGE:
      if (Cel* cel = static_cast<LayerImage*>(layer)->getCel(frame))
        removeCel(static_cast<LayerImage*>(layer), cel);

      for (++frame; frame<m_sprite->getTotalFrames(); ++frame)
        if (Cel* cel = static_cast<LayerImage*>(layer)->getCel(frame))
          setCelFramePosition(cel, cel->getFrame()-1);
      break;

    case GFXOBJ_LAYER_FOLDER: {
      LayerIterator it = static_cast<LayerFolder*>(layer)->get_layer_begin();
      LayerIterator end = static_cast<LayerFolder*>(layer)->get_layer_end();

      for (; it != end; ++it)
        removeFrameOfLayer(*it, frame);
      break;
    }

  }
}
예제 #2
0
// Does the hard part of removing a frame: Removes all cels located in
// the given frame, and moves all following cels one frame position back.
void DocumentApi::removeFrameOfLayer(Layer* layer, FrameNumber frame)
{
  ASSERT(layer);
  ASSERT(frame >= 0);

  Sprite* sprite = layer->getSprite();

  switch (layer->getType()) {

    case GFXOBJ_LAYER_IMAGE:
      if (Cel* cel = static_cast<LayerImage*>(layer)->getCel(frame))
        removeCel(static_cast<LayerImage*>(layer), cel);

      for (++frame; frame<sprite->getTotalFrames(); ++frame)
        if (Cel* cel = static_cast<LayerImage*>(layer)->getCel(frame))
          setCelFramePosition(sprite, cel, cel->getFrame().previous());
      break;

    case GFXOBJ_LAYER_FOLDER: {
      LayerIterator it = static_cast<LayerFolder*>(layer)->getLayerBegin();
      LayerIterator end = static_cast<LayerFolder*>(layer)->getLayerEnd();

      for (; it != end; ++it)
        removeFrameOfLayer(*it, frame);
      break;
    }

  }
}
예제 #3
0
파일: layer.cpp 프로젝트: jjconti/aseprite
void LayerImage::moveCel(Cel* cel, FrameNumber frame)
{
  removeCel(cel);
  cel->setFrame(frame);
  addCel(cel);
}
예제 #4
0
// clears the mask region in the current sprite with the specified background color
void UndoTransaction::clearMask(int bgcolor)
{
  Cel* cel = getCurrentCel();
  if (!cel)
    return;

  Image* image = getCelImage(cel);
  if (!image)
    return;

  Mask* mask = m_document->getMask();

  // If the mask is empty or is not visible then we have to clear the
  // entire image in the cel.
  if (!m_document->isMaskVisible()) {
    // If the layer is the background then we clear the image.
    if (m_sprite->getCurrentLayer()->is_background()) {
      if (isEnabled())
        m_undoHistory->pushUndoer(new undoers::ImageArea(m_undoHistory->getObjects(),
            image, 0, 0, image->w, image->h));

      // clear all
      image_clear(image, bgcolor);
    }
    // If the layer is transparent we can remove the cel (and its
    // associated image).
    else {
      removeCel(static_cast<LayerImage*>(m_sprite->getCurrentLayer()), cel);
    }
  }
  else {
    int offset_x = mask->getBounds().x-cel->getX();
    int offset_y = mask->getBounds().y-cel->getY();
    int u, v, putx, puty;
    int x1 = MAX(0, offset_x);
    int y1 = MAX(0, offset_y);
    int x2 = MIN(image->w-1, offset_x+mask->getBounds().w-1);
    int y2 = MIN(image->h-1, offset_y+mask->getBounds().h-1);

    // do nothing
    if (x1 > x2 || y1 > y2)
      return;

    if (isEnabled())
      m_undoHistory->pushUndoer(new undoers::ImageArea(m_undoHistory->getObjects(),
          image, x1, y1, x2-x1+1, y2-y1+1));

    // clear the masked zones
    for (v=0; v<mask->getBounds().h; v++) {
      div_t d = div(0, 8);
      uint8_t* address = ((uint8_t**)mask->getBitmap()->line)[v]+d.quot;

      for (u=0; u<mask->getBounds().w; u++) {
        if ((*address & (1<<d.rem))) {
          putx = u + offset_x;
          puty = v + offset_y;
          image_putpixel(image, putx, puty, bgcolor);
        }

        _image_bitmap_next_bit(d, address);
      }
    }
  }
}