예제 #1
0
void RotateCommand::onExecute(Context* context)
{
  ContextReader reader(context);
  {
    CelList cels;
    bool rotateSprite = false;

    // Flip the mask or current cel
    if (m_flipMask) {
      DocumentRange range = App::instance()->getMainWindow()->getTimeline()->range();
      if (range.enabled())
        cels = get_unique_cels(reader.sprite(), range);
      else if (reader.cel())
        cels.push_back(reader.cel());
    }
    // Flip the whole sprite
    else if (reader.sprite()) {
      for (Cel* cel : reader.sprite()->uniqueCels())
        cels.push_back(cel);

      rotateSprite = true;
    }

    if (cels.empty())           // Nothing to do
      return;

    RotateJob job(reader, m_angle, cels, rotateSprite);
    job.startJob();
    job.waitJob();
  }
  reader.document()->generateMaskBoundaries();
  update_screen_for_document(reader.document());
}
예제 #2
0
void RotateCommand::onExecute(Context* context)
{
  {
    Site site = context->activeSite();
    CelList cels;
    bool rotateSprite = false;

    // Flip the mask or current cel
    if (m_flipMask) {
      auto range = App::instance()->timeline()->range();
      if (range.enabled())
        cels = get_unique_cels(site.sprite(), range);
      else if (site.cel()) {
        // If we want to rotate the visible mask for the current cel,
        // we can go to MovingPixelsState.
        if (static_cast<app::Document*>(site.document())->isMaskVisible()) {
          // Select marquee tool
          if (tools::Tool* tool = App::instance()->toolBox()
              ->getToolById(tools::WellKnownTools::RectangularMarquee)) {
            ToolBar::instance()->selectTool(tool);
            current_editor->startSelectionTransformation(gfx::Point(0, 0), m_angle);
            return;
          }
        }

        cels.push_back(site.cel());
      }
    }
    // Flip the whole sprite
    else if (site.sprite()) {
      for (Cel* cel : site.sprite()->uniqueCels())
        cels.push_back(cel);

      rotateSprite = true;
    }

    if (cels.empty())           // Nothing to do
      return;

    ContextReader reader(context);
    {
      RotateJob job(reader, m_angle, cels, rotateSprite);
      job.startJob();
      job.waitJob();
    }
    reader.document()->generateMaskBoundaries();
    update_screen_for_document(reader.document());
  }
}
예제 #3
0
파일: layer.cpp 프로젝트: jjconti/aseprite
void LayerImage::getCels(CelList& cels) const
{
  CelConstIterator it = getCelBegin();
  CelConstIterator end = getCelEnd();

  for (; it != end; ++it)
    cels.push_back(*it);
}
예제 #4
0
파일: sprite.cpp 프로젝트: airways/aseprite
void Sprite::pickCels(int x, int y, frame_t frame, int opacityThreshold, CelList& cels) const
{
  std::vector<Layer*> layers;
  getLayersList(layers);

  for (int i=(int)layers.size()-1; i>=0; --i) {
    Layer* layer = layers[i];
    if (!layer->isImage() || !layer->isVisible())
      continue;

    Cel* cel = layer->cel(frame);
    if (!cel)
      continue;

    Image* image = cel->image();
    if (!image)
      continue;

    if (!cel->bounds().contains(gfx::Point(x, y)))
      continue;

    color_t color = get_pixel(image,
      x - cel->x(),
      y - cel->y());

    bool isOpaque = true;

    switch (image->pixelFormat()) {
      case IMAGE_RGB:
        isOpaque = (rgba_geta(color) >= opacityThreshold);
        break;
      case IMAGE_INDEXED:
        isOpaque = (color != image->maskColor());
        break;
      case IMAGE_GRAYSCALE:
        isOpaque = (graya_geta(color) >= opacityThreshold);
        break;
    }

    if (!isOpaque)
      continue;

    cels.push_back(cel);
  }
  fflush(stdout);
}
예제 #5
0
// TODO the DocumentRange should be "iteratable" to replace this function
CelList get_cels_in_range(Sprite* sprite, const DocumentRange& range)
{
  CelList cels;

  for (LayerIndex layerIdx = range.layerBegin(); layerIdx <= range.layerEnd(); ++layerIdx) {
    Layer* layer = sprite->indexToLayer(layerIdx);
    if (!layer->isImage())
      continue;

    LayerImage* layerImage = static_cast<LayerImage*>(layer);

    for (FrameNumber frame = range.frameEnd(),
           begin = range.frameBegin().previous();
         frame != begin;
         frame = frame.previous()) {
      Cel* cel = layerImage->getCel(frame);
      if (cel)
        cels.push_back(cel);
    }
  }
  return cels;
}
예제 #6
0
void FlipCommand::onExecute(Context* context)
{
  ContextWriter writer(context);
  Document* document = writer.document();
  Sprite* sprite = writer.sprite();

  {
    Transaction transaction(writer.context(),
      m_flipMask ?
      (m_flipType == doc::algorithm::FlipHorizontal ?
        "Flip Horizontal":
        "Flip Vertical"):
      (m_flipType == doc::algorithm::FlipHorizontal ?
        "Flip Canvas Horizontal":
        "Flip Canvas Vertical"));
    DocumentApi api = document->getApi(transaction);

    CelList cels;
    if (m_flipMask) {
      auto range = App::instance()->timeline()->range();
      if (range.enabled())
        cels = get_unique_cels(sprite, range);
      else if (writer.cel())
        cels.push_back(writer.cel());
    }
    else {
      for (Cel* cel : sprite->uniqueCels())
        cels.push_back(cel);
    }

    Mask* mask = document->mask();
    if (m_flipMask && document->isMaskVisible()) {
      Site site = *writer.site();

      for (Cel* cel : cels) {
        site.frame(cel->frame());
        site.layer(cel->layer());

        int x, y;
        Image* image = site.image(&x, &y);
        if (!image)
          continue;

        // When the mask is inside the cel, we can try to flip the
        // pixels inside the image.
        if (cel->bounds().contains(mask->bounds())) {
          gfx::Rect flipBounds = mask->bounds();
          flipBounds.offset(-x, -y);
          flipBounds &= image->bounds();
          if (flipBounds.isEmpty())
            continue;

          if (mask->bitmap() && !mask->isRectangular())
            transaction.execute(new cmd::FlipMaskedCel(cel, m_flipType));
          else
            api.flipImage(image, flipBounds, m_flipType);

          if (cel->layer()->isTransparent())
            transaction.execute(new cmd::TrimCel(cel));
        }
        // When the mask is bigger than the cel bounds, we have to
        // expand the cel, make the flip, and shrink it again.
        else {
          gfx::Rect flipBounds = (sprite->bounds() & mask->bounds());
          if (flipBounds.isEmpty())
            continue;

          ExpandCelCanvas expand(
            site, cel->layer(),
            TiledMode::NONE, transaction,
            ExpandCelCanvas::None);

          expand.validateDestCanvas(gfx::Region(flipBounds));

          if (mask->bitmap() && !mask->isRectangular())
            doc::algorithm::flip_image_with_mask(
              expand.getDestCanvas(), mask, m_flipType,
              document->bgColor(cel->layer()));
          else
            doc::algorithm::flip_image(
              expand.getDestCanvas(),
              flipBounds, m_flipType);

          expand.commit();
        }
      }
    }
    else {
      for (Cel* cel : cels) {
        Image* image = cel->image();

        api.setCelPosition
          (sprite, cel,
            (m_flipType == doc::algorithm::FlipHorizontal ?
              sprite->width() - image->width() - cel->x():
              cel->x()),
            (m_flipType == doc::algorithm::FlipVertical ?
              sprite->height() - image->height() - cel->y():
              cel->y()));

        api.flipImage(image, image->bounds(), m_flipType);
      }
    }

    // Flip the mask.
    Image* maskBitmap = mask->bitmap();
    if (maskBitmap) {
      transaction.execute(new cmd::FlipMask(document, m_flipType));

      // Flip the mask position because the
      if (!m_flipMask)
        transaction.execute(
          new cmd::SetMaskPosition(
            document,
            gfx::Point(
              (m_flipType == doc::algorithm::FlipHorizontal ?
               sprite->width() - mask->bounds().x2():
               mask->bounds().x),
              (m_flipType == doc::algorithm::FlipVertical ?
               sprite->height() - mask->bounds().y2():
               mask->bounds().y))));

      document->generateMaskBoundaries();
    }

    transaction.commit();
  }

  update_screen_for_document(document);
}
예제 #7
0
void FilterManagerImpl::applyToTarget()
{
  const bool paletteChange = paletteHasChanged();
  bool cancelled = false;

  CelList cels;

  switch (m_celsTarget) {

    case CelsTarget::Selected: {
      auto range = App::instance()->timeline()->range();
      if (range.enabled())
        cels = get_unlocked_unique_cels(m_site.sprite(), range);
      else if (m_site.cel() &&
               m_site.layer() &&
               m_site.layer()->isEditable()) {
        cels.push_back(m_site.cel());
      }
      break;
    }

    case CelsTarget::All: {
      for (Cel* cel : m_site.sprite()->uniqueCels()) {
        if (cel->layer()->isEditable())
          cels.push_back(cel);
      }
      break;
    }
  }

  if (cels.empty() && !paletteChange) {
    // We don't have images/palette changes to do (there will not be a
    // transaction).
    return;
  }

  // Initialize writting operation
  ContextReader reader(m_context);
  ContextWriter writer(reader);
  m_transaction.reset(new Transaction(writer.context(), m_filter->getName(), ModifyDocument));

  m_progressBase = 0.0f;
  m_progressWidth = (cels.size() > 0 ? 1.0f / cels.size(): 1.0f);

  std::set<ObjectId> visited;

  // Palette change
  if (paletteChange) {
    Palette newPalette = *getNewPalette();
    restoreSpritePalette();
    m_transaction->execute(
      new cmd::SetPalette(m_site.sprite(),
                          m_site.frame(), &newPalette));
  }

  // For each target image
  for (auto it = cels.begin();
       it != cels.end() && !cancelled;
       ++it) {
    Image* image = (*it)->image();

    // Avoid applying the filter two times to the same image
    if (visited.find(image->id()) == visited.end()) {
      visited.insert(image->id());
      applyToCel(*it);
    }

    // Is there a delegate to know if the process was cancelled by the user?
    if (m_progressDelegate)
      cancelled = m_progressDelegate->isCancelled();

    // Make progress
    m_progressBase += m_progressWidth;
  }

  // Reset m_oldPalette to avoid restoring the color palette
  m_oldPalette.reset(nullptr);
}