void RemoveLayerCommand::onExecute(Context* context) { std::string layerName; ContextWriter writer(context); Document* document(writer.document()); Sprite* sprite(writer.sprite()); { Transaction transaction(writer.context(), "Remove Layer"); DocumentApi api = document->getApi(transaction); const Site* site = writer.site(); if (site->inTimeline() && !site->selectedLayers().empty()) { SelectedLayers selLayers = site->selectedLayers(); selLayers.removeChildrenIfParentIsSelected(); layer_t deletedTopLevelLayers = 0; for (Layer* layer : selLayers) { if (layer->parent() == sprite->root()) ++deletedTopLevelLayers; } if (deletedTopLevelLayers == sprite->root()->layersCount()) { ui::Alert::show("Error<<You cannot delete all layers.||&OK"); return; } for (Layer* layer : selLayers) { api.removeLayer(layer); } } else { if (sprite->allLayersCount() == 1) { ui::Alert::show("Error<<You cannot delete the last layer.||&OK"); return; } Layer* layer = writer.layer(); layerName = layer->name(); api.removeLayer(layer); } transaction.commit(); } update_screen_for_document(document); StatusBar::instance()->invalidate(); if (!layerName.empty()) StatusBar::instance()->showTip(1000, "Layer '%s' removed", layerName.c_str()); else StatusBar::instance()->showTip(1000, "Layers removed"); }
void ImportSpriteSheetCommand::onExecute(Context* context) { ImportSpriteSheetWindow window(context); retry:; window.openWindowInForeground(); if (!window.ok()) return; Document* document = window.document(); DocumentPreferences* docPref = window.docPref(); gfx::Rect frameBounds = window.frameBounds(); // The user don't select a sheet yet. if (!document) { Alert::show("Import Sprite Sheet<<Select a sprite first.||&Close"); goto retry; } // The list of frames imported from the sheet std::vector<ImageRef> animation; try { Sprite* sprite = document->sprite(); frame_t currentFrame = context->activeSite().frame(); render::Render render; // As first step, we cut each tile and add them into "animation" list. for (int y=frameBounds.y; y<sprite->height(); y += frameBounds.h) { for (int x=frameBounds.x; x<sprite->width(); x += frameBounds.w) { ImageRef resultImage( Image::create(sprite->pixelFormat(), frameBounds.w, frameBounds.h)); // Render the portion of sheet. render.renderSprite(resultImage.get(), sprite, currentFrame, gfx::Clip(0, 0, x, y, frameBounds.w, frameBounds.h)); animation.push_back(resultImage); } } if (animation.size() == 0) { Alert::show("Import Sprite Sheet" "<<The specified rectangle does not create any tile." "<<Select a rectangle inside the sprite region." "||&OK"); return; } // The following steps modify the sprite, so we wrap all // operations in a undo-transaction. ContextWriter writer(context); Transaction transaction(writer.context(), "Import Sprite Sheet", ModifyDocument); DocumentApi api = document->getApi(transaction); // Add the layer in the sprite. LayerImage* resultLayer = api.newLayer(sprite); // Add all frames+cels to the new layer for (size_t i=0; i<animation.size(); ++i) { // Create the cel. base::UniquePtr<Cel> resultCel(new Cel(frame_t(i), animation[i])); // Add the cel in the layer. api.addCel(resultLayer, resultCel); resultCel.release(); } // Copy the list of layers (because we will modify it in the iteration). LayerList layers = sprite->folder()->getLayersList(); // Remove all other layers for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) { if (*it != resultLayer) api.removeLayer(*it); } // Change the number of frames api.setTotalFrames(sprite, frame_t(animation.size())); // Set the size of the sprite to the tile size. api.setSpriteSize(sprite, frameBounds.w, frameBounds.h); transaction.commit(); ASSERT(docPref); if (docPref) docPref->importSpriteSheet.bounds(frameBounds); } catch (...) { throw; } update_screen_for_document(document); }
void onImport() { // The user don't select a sheet yet. if (!m_document) { Alert::show("Import Sprite Sheet<<Select a sprite first.||&Close"); return; } // The list of frames imported from the sheet std::vector<Image*> animation; try { Sprite* sprite = m_document->getSprite(); FrameNumber currentFrame = m_context->getActiveLocation().frame(); // As first step, we cut each tile and add them into "animation" list. for (int y=m_rect.y; y<sprite->getHeight(); y += m_rect.h) { for (int x=m_rect.x; x<sprite->getWidth(); x += m_rect.w) { base::UniquePtr<Image> resultImage(Image::create(sprite->getPixelFormat(), m_rect.w, m_rect.h)); // Clear the image with mask color. image_clear(resultImage, 0); // Render the portion of sheet. sprite->render(resultImage, -x, -y, currentFrame); animation.push_back(resultImage); resultImage.release(); } } if (animation.size() == 0) { Alert::show("Import Sprite Sheet" "<<The specified rectangle does not create any tile." "<<Select a rectangle inside the sprite region." "||&OK"); return; } // The following steps modify the sprite, so we wrap all // operations in a undo-transaction. ContextWriter writer(m_context); UndoTransaction undoTransaction(writer.context(), "Import Sprite Sheet", undo::ModifyDocument); DocumentApi api = m_document->getApi(); // Add the layer in the sprite. LayerImage* resultLayer = api.newLayer(sprite); // Add all frames+cels to the new layer for (size_t i=0; i<animation.size(); ++i) { int indexInStock; // Add the image into the sprite's stock indexInStock = api.addImageInStock(sprite, animation[i]); animation[i] = NULL; // Create the cel. base::UniquePtr<Cel> resultCel(new Cel(FrameNumber(i), indexInStock)); // Add the cel in the layer. api.addCel(resultLayer, resultCel); resultCel.release(); } // Copy the list of layers (because we will modify it in the iteration). LayerList layers = sprite->getFolder()->getLayersList(); // Remove all other layers for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) { if (*it != resultLayer) api.removeLayer(*it); } // Change the number of frames api.setTotalFrames(sprite, FrameNumber(animation.size())); // Set the size of the sprite to the tile size. api.setSpriteSize(sprite, m_rect.w, m_rect.h); undoTransaction.commit(); } catch (...) { for (size_t i=0; i<animation.size(); ++i) delete animation[i]; throw; } update_screen_for_document(m_document); closeWindow(NULL); }
void ImportSpriteSheetCommand::onExecute(Context* context) { ImportSpriteSheetWindow window(context); window.openWindowInForeground(); if (!window.ok()) return; Document* document = window.document(); DocumentPreferences* docPref = window.docPref(); gfx::Rect frameBounds = window.frameBounds(); bool partialTiles = window.partialTilesValue(); auto sheetType = window.sheetTypeValue(); ASSERT(document); if (!document) return; // The list of frames imported from the sheet std::vector<ImageRef> animation; try { Sprite* sprite = document->sprite(); frame_t currentFrame = context->activeSite().frame(); render::Render render; // Each sprite in the sheet std::vector<gfx::Rect> tileRects; int widthStop = sprite->width(); int heightStop = sprite->height(); if (partialTiles) { widthStop += frameBounds.w-1; heightStop += frameBounds.h-1; } switch (sheetType) { case app::SpriteSheetType::Horizontal: for (int x=frameBounds.x; x+frameBounds.w<=widthStop; x += frameBounds.w) { tileRects.push_back(gfx::Rect(x, frameBounds.y, frameBounds.w, frameBounds.h)); } break; case app::SpriteSheetType::Vertical: for (int y=frameBounds.y; y+frameBounds.h<=heightStop; y += frameBounds.h) { tileRects.push_back(gfx::Rect(frameBounds.x, y, frameBounds.w, frameBounds.h)); } break; case app::SpriteSheetType::Rows: for (int y=frameBounds.y; y+frameBounds.h<=heightStop; y += frameBounds.h) { for (int x=frameBounds.x; x+frameBounds.w<=widthStop; x += frameBounds.w) { tileRects.push_back(gfx::Rect(x, y, frameBounds.w, frameBounds.h)); } } break; case app::SpriteSheetType::Columns: for (int x=frameBounds.x; x+frameBounds.w<=sprite->width(); x += frameBounds.w) { for (int y=frameBounds.y; y+frameBounds.h<=sprite->height(); y += frameBounds.h) { tileRects.push_back(gfx::Rect(x, y, frameBounds.w, frameBounds.h)); } } break; } // As first step, we cut each tile and add them into "animation" list. for (const auto& tileRect : tileRects) { ImageRef resultImage( Image::create( sprite->pixelFormat(), tileRect.w, tileRect.h)); // Render the portion of sheet. render.renderSprite( resultImage.get(), sprite, currentFrame, gfx::Clip(0, 0, tileRect)); animation.push_back(resultImage); } if (animation.size() == 0) { Alert::show("Import Sprite Sheet" "<<The specified rectangle does not create any tile." "<<Select a rectangle inside the sprite region." "||&OK"); return; } // The following steps modify the sprite, so we wrap all // operations in a undo-transaction. ContextWriter writer(context); Transaction transaction(writer.context(), "Import Sprite Sheet", ModifyDocument); DocumentApi api = document->getApi(transaction); // Add the layer in the sprite. LayerImage* resultLayer = api.newLayer(sprite, "Sprite Sheet"); // Add all frames+cels to the new layer for (size_t i=0; i<animation.size(); ++i) { // Create the cel. base::UniquePtr<Cel> resultCel(new Cel(frame_t(i), animation[i])); // Add the cel in the layer. api.addCel(resultLayer, resultCel); resultCel.release(); } // Copy the list of layers (because we will modify it in the iteration). LayerList layers = sprite->folder()->getLayersList(); // Remove all other layers for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) { if (*it != resultLayer) api.removeLayer(*it); } // Change the number of frames api.setTotalFrames(sprite, frame_t(animation.size())); // Set the size of the sprite to the tile size. api.setSpriteSize(sprite, frameBounds.w, frameBounds.h); transaction.commit(); ASSERT(docPref); if (docPref) { docPref->importSpriteSheet.type(sheetType); docPref->importSpriteSheet.bounds(frameBounds); docPref->importSpriteSheet.partialTiles(partialTiles); } } catch (...) { throw; } update_screen_for_document(document); }