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);
}
示例#2
0
  /**
   * [working thread]
   */
  virtual void onJob()
  {
    UndoTransaction undoTransaction(m_writer.context(), "Rotate Canvas");
    DocumentApi api = m_document->getApi();

    // get all sprite cels
    CelList cels;
    m_sprite->getCels(cels);

    // for each cel...
    for (CelIterator it = cels.begin(); it != cels.end(); ++it) {
      Cel* cel = *it;
      Image* image = m_sprite->getStock()->getImage(cel->getImage());

      // change it location
      switch (m_angle) {
        case 180:
          api.setCelPosition(m_sprite, cel,
                             m_sprite->getWidth() - cel->getX() - image->getWidth(),
                             m_sprite->getHeight() - cel->getY() - image->getHeight());
          break;
        case 90:
          api.setCelPosition(m_sprite, cel,
                             m_sprite->getHeight() - cel->getY() - image->getHeight(),
                             cel->getX());
          break;
        case -90:
          api.setCelPosition(m_sprite, cel,
                             cel->getY(),
                             m_sprite->getWidth() - cel->getX() - image->getWidth());
          break;
      }
    }

    // for each stock's image
    for (int i=0; i<m_sprite->getStock()->size(); ++i) {
      Image* image = m_sprite->getStock()->getImage(i);
      if (!image)
        continue;

      // rotate the image
      Image* new_image = Image::create(image->getPixelFormat(),
                                       m_angle == 180 ? image->getWidth(): image->getHeight(),
                                       m_angle == 180 ? image->getHeight(): image->getWidth());
      raster::rotate_image(image, new_image, m_angle);

      api.replaceStockImage(m_sprite, i, new_image);

      jobProgress((float)i / m_sprite->getStock()->size());

      // cancel all the operation?
      if (isCanceled())
        return;        // UndoTransaction destructor will undo all operations
    }

    // rotate mask
    if (m_document->isMaskVisible()) {
      Mask* origMask = m_document->getMask();
      base::UniquePtr<Mask> new_mask(new Mask());
      const gfx::Rect& origBounds = origMask->getBounds();
      int x = 0, y = 0;

      switch (m_angle) {
        case 180:
          x = m_sprite->getWidth() - origBounds.x - origBounds.w;
          y = m_sprite->getHeight() - origBounds.y - origBounds.h;
          break;
        case 90:
          x = m_sprite->getHeight() - origBounds.y - origBounds.h;
          y = origBounds.x;
          break;
        case -90:
          x = origBounds.y;
          y = m_sprite->getWidth() - origBounds.x - origBounds.w;
          break;
      }

      // create the new rotated mask
      new_mask->replace(x, y,
                        m_angle == 180 ? origBounds.w: origBounds.h,
                        m_angle == 180 ? origBounds.h: origBounds.w);
      raster::rotate_image(origMask->getBitmap(), new_mask->getBitmap(), m_angle);

      // Copy new mask
      api.copyToCurrentMask(new_mask);

      // Regenerate mask
      m_document->resetTransformation();
      m_document->generateMaskBoundaries();
    }

    // change the sprite's size
    if (m_angle != 180)
      api.setSpriteSize(m_sprite, m_sprite->getHeight(), m_sprite->getWidth());

    // commit changes
    undoTransaction.commit();
  }
  /**
   * [working thread]
   */
  virtual void onJob()
  {
    UndoTransaction undoTransaction(m_writer.context(), "Sprite Size");
    DocumentApi api = m_writer.document()->getApi();

    // Get all sprite cels
    CelList cels;
    m_sprite->getCels(cels);

    // For each cel...
    int progress = 0;
    for (CelIterator it = cels.begin(); it != cels.end(); ++it, ++progress) {
      Cel* cel = *it;

      // Change its location
      api.setCelPosition(m_sprite, cel, scale_x(cel->x()), scale_y(cel->y()));

      // Get cel's image
      Image* image = cel->image();
      if (!image)
        continue;

      // Resize the image
      int w = scale_x(image->width());
      int h = scale_y(image->height());
      Image* new_image = Image::create(image->pixelFormat(), MAX(1, w), MAX(1, h));

      doc::algorithm::fixup_image_transparent_colors(image);
      doc::algorithm::resize_image(image, new_image,
                                      m_resize_method,
                                      m_sprite->getPalette(cel->frame()),
                                      m_sprite->getRgbMap(cel->frame()));

      api.replaceStockImage(m_sprite, cel->imageIndex(), new_image);

      jobProgress((float)progress / cels.size());

      // cancel all the operation?
      if (isCanceled())
        return;        // UndoTransaction destructor will undo all operations
    }

    // Resize mask
    if (m_document->isMaskVisible()) {
      base::UniquePtr<Image> old_bitmap
        (crop_image(m_document->mask()->bitmap(), -1, -1,
                    m_document->mask()->bitmap()->width()+2,
                    m_document->mask()->bitmap()->height()+2, 0));

      int w = scale_x(old_bitmap->width());
      int h = scale_y(old_bitmap->height());
      base::UniquePtr<Mask> new_mask(new Mask);
      new_mask->replace(scale_x(m_document->mask()->bounds().x-1),
                        scale_y(m_document->mask()->bounds().y-1), MAX(1, w), MAX(1, h));
      algorithm::resize_image(old_bitmap, new_mask->bitmap(),
                              m_resize_method,
                              m_sprite->getPalette(FrameNumber(0)), // Ignored
                              m_sprite->getRgbMap(FrameNumber(0))); // Ignored

      // Reshrink
      new_mask->intersect(new_mask->bounds());

      // Copy new mask
      api.copyToCurrentMask(new_mask);

      // Regenerate mask
      m_document->resetTransformation();
      m_document->generateMaskBoundaries();
    }

    // resize sprite
    api.setSpriteSize(m_sprite, m_new_width, m_new_height);

    // commit changes
    undoTransaction.commit();
  }
示例#4
0
  // [working thread]
  virtual void onJob()
  {
    Transaction transaction(m_writer.context(), "Rotate Canvas");
    DocumentApi api = m_document->getApi(transaction);

    // 1) Rotate cel positions
    for (Cel* cel : m_cels) {
      Image* image = cel->image();
      if (!image)
        continue;

      switch (m_angle) {
        case 180:
          api.setCelPosition(m_sprite, cel,
            m_sprite->width() - cel->x() - image->width(),
            m_sprite->height() - cel->y() - image->height());
          break;
        case 90:
          api.setCelPosition(m_sprite, cel,
            m_sprite->height() - cel->y() - image->height(),
            cel->x());
          break;
        case -90:
          api.setCelPosition(m_sprite, cel,
            cel->y(),
            m_sprite->width() - cel->x() - image->width());
          break;
      }
    }

    // 2) Rotate images
    int i = 0;
    for (Cel* cel : m_cels) {
      Image* image = cel->image();
      if (image) {
        ImageRef new_image(Image::create(image->pixelFormat(),
            m_angle == 180 ? image->width(): image->height(),
            m_angle == 180 ? image->height(): image->width()));
        doc::rotate_image(image, new_image.get(), m_angle);

        api.replaceImage(m_sprite, cel->imageRef(), new_image);
      }

      jobProgress((float)i / m_cels.size());
      ++i;

      // cancel all the operation?
      if (isCanceled())
        return;        // Transaction destructor will undo all operations
    }

    // rotate mask
    if (m_document->isMaskVisible()) {
      Mask* origMask = m_document->mask();
      base::UniquePtr<Mask> new_mask(new Mask());
      const gfx::Rect& origBounds = origMask->bounds();
      int x = 0, y = 0;

      switch (m_angle) {
        case 180:
          x = m_sprite->width() - origBounds.x - origBounds.w;
          y = m_sprite->height() - origBounds.y - origBounds.h;
          break;
        case 90:
          x = m_sprite->height() - origBounds.y - origBounds.h;
          y = origBounds.x;
          break;
        case -90:
          x = origBounds.y;
          y = m_sprite->width() - origBounds.x - origBounds.w;
          break;
      }

      // create the new rotated mask
      new_mask->replace(
        gfx::Rect(x, y,
          m_angle == 180 ? origBounds.w: origBounds.h,
          m_angle == 180 ? origBounds.h: origBounds.w));
      doc::rotate_image(origMask->bitmap(), new_mask->bitmap(), m_angle);

      // Copy new mask
      api.copyToCurrentMask(new_mask);

      // Regenerate mask
      m_document->resetTransformation();
      m_document->generateMaskBoundaries();
    }

    // change the sprite's size
    if (m_rotateSprite && m_angle != 180)
      api.setSpriteSize(m_sprite, m_sprite->height(), m_sprite->width());

    // commit changes
    transaction.commit();
  }
  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);
  }
示例#6
0
  // [working thread]
  void onJob() override {
    DocumentApi api = writer().document()->getApi(transaction());

    int cels_count = 0;
    for (Cel* cel : sprite()->uniqueCels()) { // TODO add size() member function to CelsRange
      (void)cel;
      ++cels_count;
    }

    // For each cel...
    int progress = 0;
    for (Cel* cel : sprite()->uniqueCels()) {
      // Get cel's image
      Image* image = cel->image();
      if (image && !cel->link()) {
        // Resize the cel bounds only if it's from a reference layer
        if (cel->layer()->isReference()) {
          gfx::RectF newBounds = scale_rect<double>(cel->boundsF());
          transaction().execute(new cmd::SetCelBoundsF(cel, newBounds));
        }
        else {
          // Change its location
          api.setCelPosition(sprite(), cel, scale_x(cel->x()), scale_y(cel->y()));

          // Resize the image
          int w = scale_x(image->width());
          int h = scale_y(image->height());
          ImageRef new_image(Image::create(image->pixelFormat(), MAX(1, w), MAX(1, h)));
          new_image->setMaskColor(image->maskColor());

          doc::algorithm::fixup_image_transparent_colors(image);
          doc::algorithm::resize_image(
            image, new_image.get(),
            m_resize_method,
            sprite()->palette(cel->frame()),
            sprite()->rgbMap(cel->frame()),
            (cel->layer()->isBackground() ? -1: sprite()->transparentColor()));

          api.replaceImage(sprite(), cel->imageRef(), new_image);
        }
      }

      jobProgress((float)progress / cels_count);
      ++progress;

      // Cancel all the operation?
      if (isCanceled())
        return;        // Transaction destructor will undo all operations
    }

    // Resize mask
    if (document()->isMaskVisible()) {
      ImageRef old_bitmap
        (crop_image(document()->mask()->bitmap(), -1, -1,
                    document()->mask()->bitmap()->width()+2,
                    document()->mask()->bitmap()->height()+2, 0));

      int w = scale_x(old_bitmap->width());
      int h = scale_y(old_bitmap->height());
      base::UniquePtr<Mask> new_mask(new Mask);
      new_mask->replace(
        gfx::Rect(
          scale_x(document()->mask()->bounds().x-1),
          scale_y(document()->mask()->bounds().y-1), MAX(1, w), MAX(1, h)));
      algorithm::resize_image(
        old_bitmap.get(), new_mask->bitmap(),
        m_resize_method,
        sprite()->palette(0), // Ignored
        sprite()->rgbMap(0),  // Ignored
        -1);                  // Ignored

      // Reshrink
      new_mask->intersect(new_mask->bounds());

      // Copy new mask
      api.copyToCurrentMask(new_mask);

      // Regenerate mask
      document()->resetTransformation();
      document()->generateMaskBoundaries();
    }

    // Resize slices
    for (auto& slice : sprite()->slices()) {
      for (auto& k : *slice) {
        const SliceKey& key = *k.value();
        if (key.isEmpty())
          continue;

        SliceKey newKey = key;
        newKey.setBounds(scale_rect(newKey.bounds()));

        if (newKey.hasCenter())
          newKey.setCenter(scale_rect(newKey.center()));

        if (newKey.hasPivot())
          newKey.setPivot(gfx::Point(scale_x(newKey.pivot().x),
                                     scale_y(newKey.pivot().y)));

        transaction().execute(
          new cmd::SetSliceKey(slice, k.frame(), newKey));
      }
    }

    // Resize Sprite
    api.setSpriteSize(sprite(), m_new_width, m_new_height);
  }
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);
}