示例#1
0
/**
 * Cleans the brush cursor from the specified editor.
 *
 * The mouse position is got from the last
 * call to @c drawBrushPreview. So you must
 * to use this routine only if you called
 * @c drawBrushPreview before with the specified
 * editor @a widget.
 *
 * @param widget The editor widget
 *
 * @see drawBrushPreview
 */
void Editor::clearBrushPreview(bool refresh)
{
  ASSERT(m_cursorThick != 0);
  ASSERT(m_sprite != NULL);

  getDrawableRegion(clipping_region, kCutTopWindows);

  gfx::Point pos = m_cursorEditor;

  if (refresh) {
    // Restore pixels
    ScreenGraphics g;
    SetClip clip(&g, gfx::Rect(0, 0, g.width(), g.height()));

    forEachBrushPixel(&g, m_cursorScreen, pos, gfx::ColorNone, clearpixel);
  }

  // Clean pixel/brush preview
  if (cursor_type & CURSOR_THINCROSS && m_state->requireBrushPreview()) {
    m_document->destroyExtraCel();
    if (refresh) {
      m_document->notifySpritePixelsModified
        (m_sprite, gfx::Region(lastBrushBounds));
    }
  }

  m_cursorThick = 0;

  clipping_region.clear();
  old_clipping_region.clear();
}
示例#2
0
void Editor::moveBrushPreview(const gfx::Point& pos, bool refresh)
{
  ASSERT(m_sprite != NULL);

  gfx::Point oldScreenPos = m_cursorScreen;
  gfx::Point oldEditorPos = m_cursorEditor;

  clearBrushPreview(false);
  drawBrushPreview(pos, false);

  gfx::Point newEditorPos = m_cursorEditor;

  if (refresh) {
    // Restore pixels
    {
      ScreenGraphics g;
      SetClip clip(&g, gfx::Rect(0, 0, g.width(), g.height()));

      forEachBrushPixel(&g, oldScreenPos, oldEditorPos, gfx::ColorNone, clearpixel);
    }

    if (cursor_type & CURSOR_THINCROSS && m_state->requireBrushPreview()) {
      Brush* brush = get_current_brush();

      gfx::Rect newBrushBounds = brush->bounds();
      newBrushBounds.offset(newEditorPos);

      m_document->notifySpritePixelsModified
        (m_sprite, gfx::Region(lastBrushBounds.createUnion(newBrushBounds)));
      lastBrushBounds = newBrushBounds;
    }

    // Save area and draw the cursor
    ScreenGraphics g;
    forEachBrushPixel(&g, m_cursorScreen, newEditorPos, ui_cursor_color, savepixel);
    forEachBrushPixel(&g, m_cursorScreen, newEditorPos, ui_cursor_color, drawpixel);
  }
}
示例#3
0
// Draws the brush cursor inside the specified editor.
// Warning: You should clean the cursor before to use
// this routine with other editor.
//
// Note: x and y params are absolute positions of the mouse.
void Editor::drawBrushPreview(const gfx::Point& pos, bool refresh)
{
  ASSERT(m_cursorThick == 0);
  ASSERT(m_sprite != NULL);

  // Get drawable region
  getDrawableRegion(clipping_region, kCutTopWindows);

  // Get cursor color
  cursor_negative = is_cursor_mask;

  // Cursor in the screen (view)
  m_cursorScreen = pos;

  // Get cursor position in the editor
  gfx::Point spritePos = screenToEditor(pos);

  // Get the current tool
  tools::Tool* tool = getCurrentEditorTool();
  tools::Ink* ink = getCurrentEditorInk();

  // Setup the cursor type debrushding of several factors (current tool,
  // foreground color, and layer transparency).
  color_t brush_color = get_brush_color(m_sprite, m_layer);
  color_t mask_color = m_sprite->transparentColor();

  if (ink->isSelection() || ink->isSlice()) {
    cursor_type = CURSOR_THICKCROSS;
  }
  else if (
    // Use cursor bounds for inks that are effects (eraser, blur, etc.)
    (ink->isEffect()) ||
    // or when the brush color is transparent and we are not in the background layer
    (m_layer && !m_layer->isBackground() &&
     brush_color == mask_color)) {
    cursor_type = CURSOR_BRUSHBOUNDS;
  }
  else {
    cursor_type = CURSOR_THINCROSS;
  }

  // For cursor type 'bounds' we have to generate cursor boundaries
  if (cursor_type & CURSOR_BRUSHBOUNDS)
    generate_cursor_boundaries(this);

  // Draw pixel/brush preview
  if (cursor_type & CURSOR_THINCROSS && m_state->requireBrushPreview()) {
    IToolSettings* tool_settings = UIContext::instance()
      ->settings()
      ->getToolSettings(tool);

    Brush* brush = get_current_brush();
    gfx::Rect brushBounds = brush->bounds();
    brushBounds.offset(spritePos);

    // Create the extra cel to show the brush preview
    Site site = getSite();
    Cel* cel = site.cel();

    m_document->prepareExtraCel(
      brushBounds,
      cel ? cel->opacity(): 255);
    m_document->setExtraCelType(render::ExtraType::NONE);
    m_document->setExtraCelBlendMode(
      m_layer ? static_cast<LayerImage*>(m_layer)->getBlendMode(): BLEND_MODE_NORMAL);

    // In 'indexed' images, if the current color is 0, we have to use
    // a different mask color (different from 0) to draw the extra layer
    if (brush_color == mask_color)
      mask_color = (mask_color == 0 ? 1: 0);

    Image* extraImage = m_document->getExtraCelImage();
    extraImage->setMaskColor(mask_color);
    clear_image(extraImage, mask_color);

    if (m_layer) {
      render::Render().renderLayer(
        extraImage, m_layer, m_frame,
        gfx::Clip(0, 0, brushBounds),
        BLEND_MODE_COPY);

      // This extra cel is a patch for the current layer/frame
      m_document->setExtraCelType(render::ExtraType::PATCH);
    }

    tools::ToolLoop* loop = create_tool_loop_preview(
      this, UIContext::instance(), extraImage,
      -gfx::Point(brushBounds.x,
                  brushBounds.y));

    if (loop) {
      loop->getInk()->prepareInk(loop);
      loop->getIntertwine()->prepareIntertwine();
      loop->getController()->prepareController();
      loop->getPointShape()->preparePointShape(loop);
      loop->getPointShape()->transformPoint(
        loop, -brush->bounds().x, -brush->bounds().y);
      delete loop;
    }

    if (refresh) {
      m_document->notifySpritePixelsModified
        (m_sprite, gfx::Region(lastBrushBounds = brushBounds));
    }
  }

  // Save area and draw the cursor
  if (refresh) {
    ScreenGraphics g;
    SetClip clip(&g, gfx::Rect(0, 0, g.width(), g.height()));

    forEachBrushPixel(&g, m_cursorScreen, spritePos, ui_cursor_color, savepixel);
    forEachBrushPixel(&g, m_cursorScreen, spritePos, ui_cursor_color, drawpixel);
  }

  // Cursor thickness
  m_cursorThick = 1;

  // Cursor in the editor (model)
  m_cursorEditor = spritePos;

  // Save the clipping-region to know where to clean the pixels
  old_clipping_region = clipping_region;
}