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document_api.cpp
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document_api.cpp
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/* Aseprite
* Copyright (C) 2001-2013 David Capello
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "app/document_api.h"
#include "app/document.h"
#include "app/document_undo.h"
#include "app/undoers/add_cel.h"
#include "app/undoers/add_frame.h"
#include "app/undoers/add_image.h"
#include "app/undoers/add_layer.h"
#include "app/undoers/add_palette.h"
#include "app/undoers/dirty_area.h"
#include "app/undoers/flip_image.h"
#include "app/undoers/image_area.h"
#include "app/undoers/move_layer.h"
#include "app/undoers/move_layer.h"
#include "app/undoers/remove_cel.h"
#include "app/undoers/remove_frame.h"
#include "app/undoers/remove_image.h"
#include "app/undoers/remove_layer.h"
#include "app/undoers/remove_palette.h"
#include "app/undoers/replace_image.h"
#include "app/undoers/set_cel_frame.h"
#include "app/undoers/set_cel_opacity.h"
#include "app/undoers/set_cel_position.h"
#include "app/undoers/set_frame_duration.h"
#include "app/undoers/set_layer_flags.h"
#include "app/undoers/set_layer_flags.h"
#include "app/undoers/set_layer_name.h"
#include "app/undoers/set_layer_name.h"
#include "app/undoers/set_mask.h"
#include "app/undoers/set_mask_position.h"
#include "app/undoers/set_palette_colors.h"
#include "app/undoers/set_sprite_pixel_format.h"
#include "app/undoers/set_sprite_size.h"
#include "app/undoers/set_sprite_transparent_color.h"
#include "app/undoers/set_total_frames.h"
#include "base/unique_ptr.h"
#include "doc/document_event.h"
#include "doc/document_observer.h"
#include "raster/algorithm/flip_image.h"
#include "raster/algorithm/shrink_bounds.h"
#include "raster/blend.h"
#include "raster/cel.h"
#include "raster/dirty.h"
#include "raster/image.h"
#include "raster/image_bits.h"
#include "raster/layer.h"
#include "raster/mask.h"
#include "raster/palette.h"
#include "raster/quantization.h"
#include "raster/sprite.h"
#include "raster/stock.h"
namespace app {
DocumentApi::DocumentApi(Document* document, undo::UndoersCollector* undoers)
: m_document(document)
, m_undoers(undoers)
{
}
undo::ObjectsContainer* DocumentApi::getObjects() const
{
return m_document->getUndo()->getObjects();
}
void DocumentApi::setSpriteSize(Sprite* sprite, int w, int h)
{
ASSERT(w > 0);
ASSERT(h > 0);
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetSpriteSize(getObjects(), sprite));
sprite->setSize(w, h);
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onSpriteSizeChanged, ev);
}
void DocumentApi::setSpriteTransparentColor(Sprite* sprite, color_t maskColor)
{
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetSpriteTransparentColor(getObjects(), sprite));
sprite->setTransparentColor(maskColor);
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onSpriteTransparentColorChanged, ev);
}
void DocumentApi::cropSprite(Sprite* sprite, const gfx::Rect& bounds, color_t bgcolor)
{
setSpriteSize(sprite, bounds.w, bounds.h);
displaceLayers(sprite->folder(), -bounds.x, -bounds.y);
Layer *background_layer = sprite->backgroundLayer();
if (background_layer)
cropLayer(background_layer, 0, 0, sprite->width(), sprite->height(), bgcolor);
if (!m_document->mask()->isEmpty())
setMaskPosition(m_document->mask()->bounds().x-bounds.x,
m_document->mask()->bounds().y-bounds.y);
}
void DocumentApi::trimSprite(Sprite* sprite, color_t bgcolor)
{
gfx::Rect bounds;
base::UniquePtr<Image> image_wrap(Image::create(sprite->pixelFormat(),
sprite->width(),
sprite->height()));
Image* image = image_wrap.get();
for (FrameNumber frame(0); frame<sprite->totalFrames(); ++frame) {
image->clear(0);
sprite->render(image, 0, 0, frame);
// TODO configurable (what color pixel to use as "refpixel",
// here we are using the top-left pixel by default)
gfx::Rect frameBounds;
if (raster::algorithm::shrink_bounds(image, frameBounds, get_pixel(image, 0, 0)))
bounds = bounds.createUnion(frameBounds);
}
if (!bounds.isEmpty())
cropSprite(sprite, bounds, bgcolor);
}
void DocumentApi::setPixelFormat(Sprite* sprite, PixelFormat newFormat, DitheringMethod dithering_method)
{
Image* old_image;
Image* new_image;
int c;
if (sprite->pixelFormat() == newFormat)
return;
// TODO Review this, why we use the palette in frame 0?
FrameNumber frame(0);
// Use the rgbmap for the specified sprite
const RgbMap* rgbmap = sprite->getRgbMap(frame);
// Get the list of cels from the background layer (if it
// exists). This list will be used to check if each image belong to
// the background layer.
CelList bgCels;
if (sprite->backgroundLayer() != NULL)
sprite->backgroundLayer()->getCels(bgCels);
for (c=0; c<sprite->stock()->size(); c++) {
old_image = sprite->stock()->getImage(c);
if (!old_image)
continue;
bool is_image_from_background = false;
for (CelList::iterator it=bgCels.begin(), end=bgCels.end(); it != end; ++it) {
if ((*it)->imageIndex() == c) {
is_image_from_background = true;
break;
}
}
new_image = quantization::convert_pixel_format
(old_image, NULL, newFormat, dithering_method, rgbmap,
sprite->getPalette(frame),
is_image_from_background);
replaceStockImage(sprite, c, new_image);
}
// Change sprite's pixel format.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetSpritePixelFormat(getObjects(), sprite));
sprite->setPixelFormat(newFormat);
// Regenerate extras
m_document->destroyExtraCel();
// When we are converting to grayscale color mode, we've to destroy
// all palettes and put only one grayscaled-palette at the first
// frame.
if (newFormat == IMAGE_GRAYSCALE) {
// Add undoers to revert all palette changes.
if (undoEnabled()) {
PalettesList palettes = sprite->getPalettes();
for (PalettesList::iterator it = palettes.begin(); it != palettes.end(); ++it) {
Palette* palette = *it;
m_undoers->pushUndoer(new undoers::RemovePalette(
getObjects(), sprite, palette->frame()));
}
m_undoers->pushUndoer(new undoers::AddPalette(
getObjects(), sprite, FrameNumber(0)));
}
// It's a base::UniquePtr because setPalette'll create a copy of "graypal".
base::UniquePtr<Palette> graypal(Palette::createGrayscale());
sprite->resetPalettes();
sprite->setPalette(graypal, true);
}
}
void DocumentApi::addFrame(Sprite* sprite, FrameNumber newFrame)
{
copyFrame(sprite, newFrame.previous(), newFrame);
}
void DocumentApi::copyFrame(Sprite* sprite, FrameNumber fromFrame, FrameNumber newFrame)
{
// Add the frame in the sprite structure, it adjusts the total
// number of frames in the sprite.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::AddFrame(getObjects(), m_document, sprite, newFrame));
sprite->addFrame(newFrame);
// Move cels, and create copies of the cels in the given "newFrame".
copyFrameForLayer(sprite->folder(), fromFrame, newFrame);
// Notify observers about the new frame.
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.frame(newFrame);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onAddFrame, ev);
}
void DocumentApi::copyFrameForLayer(Layer* layer, FrameNumber fromFrame, FrameNumber frame)
{
ASSERT(layer);
ASSERT(frame >= 0);
Sprite* sprite = layer->sprite();
switch (layer->type()) {
case OBJECT_LAYER_IMAGE: {
LayerImage* imglayer = static_cast<LayerImage*>(layer);
// Displace all cels in '>=frame' to the next frame.
for (FrameNumber c=sprite->lastFrame(); c>=frame; --c) {
Cel* cel = imglayer->getCel(c);
if (cel)
setCelFramePosition(imglayer, cel, cel->frame().next());
}
if (fromFrame >= frame)
fromFrame = fromFrame.next();
copyCel(sprite, imglayer, imglayer, fromFrame, frame, 0);
break;
}
case OBJECT_LAYER_FOLDER: {
LayerIterator it = static_cast<LayerFolder*>(layer)->getLayerBegin();
LayerIterator end = static_cast<LayerFolder*>(layer)->getLayerEnd();
for (; it != end; ++it)
copyFrameForLayer(*it, fromFrame, frame);
break;
}
}
}
void DocumentApi::removeFrame(Sprite* sprite, FrameNumber frame)
{
ASSERT(frame >= 0);
// Remove cels from this frame (and displace one position backward
// all next frames)
removeFrameOfLayer(sprite->folder(), frame);
// Add undoers to restore the removed frame from the sprite (to
// restore the number and durations of frames).
if (undoEnabled())
m_undoers->pushUndoer(new undoers::RemoveFrame(getObjects(), m_document, sprite, frame));
// Remove the frame from the sprite. This is the low level
// operation, it modifies the number and duration of frames.
sprite->removeFrame(frame);
// Notify observers.
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.frame(frame);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onRemoveFrame, ev);
}
// 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->sprite();
switch (layer->type()) {
case OBJECT_LAYER_IMAGE: {
LayerImage* imglayer = static_cast<LayerImage*>(layer);
if (Cel* cel = imglayer->getCel(frame))
removeCel(imglayer, cel);
for (++frame; frame<sprite->totalFrames(); ++frame)
if (Cel* cel = imglayer->getCel(frame))
setCelFramePosition(imglayer, cel, cel->frame().previous());
break;
}
case OBJECT_LAYER_FOLDER: {
LayerIterator it = static_cast<LayerFolder*>(layer)->getLayerBegin();
LayerIterator end = static_cast<LayerFolder*>(layer)->getLayerEnd();
for (; it != end; ++it)
removeFrameOfLayer(*it, frame);
break;
}
}
}
void DocumentApi::setTotalFrames(Sprite* sprite, FrameNumber frames)
{
ASSERT(frames >= 1);
// Add undoers.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetTotalFrames(getObjects(), m_document, sprite));
// Do the action.
sprite->setTotalFrames(frames);
// Notify observers.
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.frame(frames);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onTotalFramesChanged, ev);
}
void DocumentApi::setFrameDuration(Sprite* sprite, FrameNumber frame, int msecs)
{
// Add undoers.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetFrameDuration(
getObjects(), sprite, frame));
// Do the action.
sprite->setFrameDuration(frame, msecs);
// Notify observers.
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.frame(frame);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onFrameDurationChanged, ev);
}
void DocumentApi::setFrameRangeDuration(Sprite* sprite, FrameNumber from, FrameNumber to, int msecs)
{
ASSERT(from >= FrameNumber(0));
ASSERT(from < to);
ASSERT(to <= sprite->lastFrame());
// Add undoers.
if (undoEnabled()) {
for (FrameNumber fr(from); fr<=to; ++fr)
m_undoers->pushUndoer(new undoers::SetFrameDuration(
getObjects(), sprite, fr));
}
// Do the action.
sprite->setFrameRangeDuration(from, to, msecs);
}
void DocumentApi::moveFrame(Sprite* sprite, FrameNumber frame, FrameNumber beforeFrame)
{
if (frame != beforeFrame &&
frame >= 0 &&
frame <= sprite->lastFrame() &&
beforeFrame >= 0 &&
beforeFrame <= sprite->lastFrame().next()) {
// Change the frame-lengths...
int frlen_aux = sprite->getFrameDuration(frame);
// Moving the frame to the future.
if (frame < beforeFrame) {
for (FrameNumber c=frame; c<beforeFrame.previous(); ++c)
setFrameDuration(sprite, c, sprite->getFrameDuration(c.next()));
setFrameDuration(sprite, beforeFrame.previous(), frlen_aux);
}
// Moving the frame to the past.
else if (beforeFrame < frame) {
for (FrameNumber c=frame; c>beforeFrame; --c)
setFrameDuration(sprite, c, sprite->getFrameDuration(c.previous()));
setFrameDuration(sprite, beforeFrame, frlen_aux);
}
// change the cels of position...
moveFrameLayer(sprite->folder(), frame, beforeFrame);
}
}
void DocumentApi::moveFrameLayer(Layer* layer, FrameNumber frame, FrameNumber beforeFrame)
{
ASSERT(layer);
switch (layer->type()) {
case OBJECT_LAYER_IMAGE: {
LayerImage* imglayer = static_cast<LayerImage*>(layer);
CelList cels;
imglayer->getCels(cels);
CelIterator it = cels.begin();
CelIterator end = cels.end();
for (; it != end; ++it) {
Cel* cel = *it;
FrameNumber celFrame = cel->frame();
FrameNumber newFrame = celFrame;
// fthe frame to the future
if (frame < beforeFrame) {
if (celFrame == frame) {
newFrame = beforeFrame.previous();
}
else if (celFrame > frame &&
celFrame < beforeFrame) {
--newFrame;
}
}
// moving the frame to the past
else if (beforeFrame < frame) {
if (celFrame == frame) {
newFrame = beforeFrame;
}
else if (celFrame >= beforeFrame &&
celFrame < frame) {
++newFrame;
}
}
if (celFrame != newFrame)
setCelFramePosition(imglayer, cel, newFrame);
}
break;
}
case OBJECT_LAYER_FOLDER: {
LayerIterator it = static_cast<LayerFolder*>(layer)->getLayerBegin();
LayerIterator end = static_cast<LayerFolder*>(layer)->getLayerEnd();
for (; it != end; ++it)
moveFrameLayer(*it, frame, beforeFrame);
break;
}
}
}
void DocumentApi::addCel(LayerImage* layer, Cel* cel)
{
ASSERT(layer);
ASSERT(cel);
if (undoEnabled())
m_undoers->pushUndoer(new undoers::AddCel(getObjects(), layer, cel));
layer->addCel(cel);
doc::DocumentEvent ev(m_document);
ev.sprite(layer->sprite());
ev.layer(layer);
ev.cel(cel);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onAddCel, ev);
}
void DocumentApi::removeCel(LayerImage* layer, Cel* cel)
{
ASSERT(layer);
ASSERT(cel);
Sprite* sprite = layer->sprite();
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.layer(layer);
ev.cel(cel);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onRemoveCel, ev);
// Find if the image that use this cel we are going to remove, is
// used by other cels.
size_t refs = sprite->getImageRefs(cel->imageIndex());
// If the image is only used by this cel, we can remove the image
// from the stock.
if (refs == 1)
removeImageFromStock(sprite, cel->imageIndex());
if (undoEnabled())
m_undoers->pushUndoer(new undoers::RemoveCel(getObjects(),
layer, cel));
// Remove the cel from the layer.
layer->removeCel(cel);
// and here we destroy the cel
delete cel;
}
void DocumentApi::setCelFramePosition(LayerImage* layer, Cel* cel, FrameNumber frame)
{
ASSERT(cel);
ASSERT(frame >= 0);
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetCelFrame(getObjects(), layer, cel));
layer->moveCel(cel, frame);
doc::DocumentEvent ev(m_document);
ev.sprite(layer->sprite());
ev.layer(layer);
ev.cel(cel);
ev.frame(frame);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onCelFrameChanged, ev);
}
void DocumentApi::setCelPosition(Sprite* sprite, Cel* cel, int x, int y)
{
ASSERT(cel);
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetCelPosition(getObjects(), cel));
cel->setPosition(x, y);
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.cel(cel);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onCelPositionChanged, ev);
}
void DocumentApi::setCelOpacity(Sprite* sprite, Cel* cel, int newOpacity)
{
ASSERT(cel);
if (undoEnabled())
m_undoers->pushUndoer(new undoers::SetCelOpacity(getObjects(), cel));
cel->setOpacity(newOpacity);
doc::DocumentEvent ev(m_document);
ev.sprite(sprite);
ev.cel(cel);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onCelOpacityChanged, ev);
}
void DocumentApi::cropCel(Sprite* sprite, Cel* cel, int x, int y, int w, int h, color_t bgcolor)
{
Image* cel_image = cel->image();
ASSERT(cel_image);
// create the new image through a crop
Image* new_image = crop_image(cel_image, x-cel->x(), y-cel->y(), w, h, bgcolor);
// replace the image in the stock that is pointed by the cel
replaceStockImage(sprite, cel->imageIndex(), new_image);
// update the cel's position
setCelPosition(sprite, cel, x, y);
}
void DocumentApi::moveCel(Sprite* sprite,
LayerImage* srcLayer, LayerImage* dstLayer,
FrameNumber srcFrame, FrameNumber dstFrame,
color_t bgcolor)
{
ASSERT(srcLayer != NULL);
ASSERT(dstLayer != NULL);
ASSERT(srcFrame >= 0 && srcFrame < sprite->totalFrames());
ASSERT(dstFrame >= 0 && dstFrame < sprite->totalFrames());
// Background to any other layer, we use copyCel() instead.
if (srcLayer->isBackground()) {
copyCel(sprite, srcLayer, dstLayer, srcFrame, dstFrame, bgcolor);
return;
}
// In this we copy from a transparent layer to another layer...
// Remove the dstCel (if it exists) because it must be replaced with
// srcCel.
Cel* srcCel = srcLayer->getCel(srcFrame);
Cel* dstCel = dstLayer->getCel(dstFrame);
if ((dstCel != NULL) && (!dstLayer->isBackground() || srcCel != NULL))
removeCel(dstLayer, dstCel);
if (srcCel != NULL) {
// Move the cel in the same layer.
if (srcLayer == dstLayer) {
setCelFramePosition(srcLayer, srcCel, dstFrame);
}
// Move the cel between different layers.
else {
Cel* newCel = new Cel(*srcCel);
newCel->setFrame(dstFrame);
// If we are moving a cel from a transparent layer to the
// background layer, we have to clear the background of the
// image.
ASSERT(!srcLayer->isBackground());
if (dstLayer->isBackground()) {
Image* srcImage = srcCel->image();
Image* dstImage = crop_image(srcImage,
-srcCel->x(),
-srcCel->y(),
sprite->width(),
sprite->height(), 0);
clear_image(dstImage, bgcolor);
composite_image(dstImage, srcImage, srcCel->x(), srcCel->y(), 255, BLEND_MODE_NORMAL);
newCel->setPosition(0, 0);
newCel->setOpacity(255);
newCel->setImage(addImageInStock(sprite, dstImage));
}
// Add and the remove, so the Stock's image is reused.
addCel(dstLayer, newCel);
removeCel(srcLayer, srcCel);
}
}
m_document->notifyCelMoved(srcLayer, srcFrame, dstLayer, dstFrame);
}
void DocumentApi::copyCel(Sprite* sprite,
LayerImage* srcLayer, LayerImage* dstLayer,
FrameNumber srcFrame, FrameNumber dstFrame,
color_t bgcolor)
{
ASSERT(srcLayer != NULL);
ASSERT(dstLayer != NULL);
ASSERT(srcFrame >= 0 && srcFrame < sprite->totalFrames());
ASSERT(dstFrame >= 0 && dstFrame < sprite->totalFrames());
Cel* srcCel = srcLayer->getCel(srcFrame);
Cel* dstCel = dstLayer->getCel(dstFrame);
// Remove the 'dstCel' (if it exists) because it must be replaced
// with 'srcCel'
if ((dstCel != NULL) && (!dstLayer->isBackground() || srcCel != NULL))
removeCel(dstLayer, dstCel);
// Move the cel in the same layer.
if (srcCel != NULL) {
Image *srcImage = srcCel->image();
Image *dstImage;
int dstCel_x;
int dstCel_y;
int dstCel_opacity;
// If we are moving a cel from a transparent layer to the
// background layer, we have to clear the background of the image.
if (!srcLayer->isBackground() &&
dstLayer->isBackground()) {
dstImage = crop_image(srcImage,
-srcCel->x(),
-srcCel->y(),
sprite->width(),
sprite->height(), 0);
clear_image(dstImage, bgcolor);
composite_image(dstImage, srcImage, srcCel->x(), srcCel->y(), 255, BLEND_MODE_NORMAL);
dstCel_x = 0;
dstCel_y = 0;
dstCel_opacity = 255;
}
else {
dstImage = Image::createCopy(srcImage);
dstCel_x = srcCel->x();
dstCel_y = srcCel->y();
dstCel_opacity = srcCel->opacity();
}
// Add the image in the stock
int image_index = addImageInStock(sprite, dstImage);
// Create the new cel
dstCel = new Cel(dstFrame, image_index);
dstCel->setPosition(dstCel_x, dstCel_y);
dstCel->setOpacity(dstCel_opacity);
addCel(dstLayer, dstCel);
}
m_document->notifyCelCopied(srcLayer, srcFrame, dstLayer, dstFrame);
}
LayerImage* DocumentApi::newLayer(Sprite* sprite)
{
LayerImage* layer = new LayerImage(sprite);
addLayer(sprite->folder(), layer,
sprite->folder()->getLastLayer());
return layer;
}
LayerFolder* DocumentApi::newLayerFolder(Sprite* sprite)
{
LayerFolder* layer = new LayerFolder(sprite);
addLayer(sprite->folder(), layer,
sprite->folder()->getLastLayer());
return layer;
}
void DocumentApi::addLayer(LayerFolder* folder, Layer* newLayer, Layer* afterThis)
{
// Add undoers.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::AddLayer(getObjects(),
m_document, newLayer));
// Do the action.
folder->addLayer(newLayer);
folder->stackLayer(newLayer, afterThis);
// Notify observers.
doc::DocumentEvent ev(m_document);
ev.sprite(folder->sprite());
ev.layer(newLayer);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onAddLayer, ev);
}
void DocumentApi::removeLayer(Layer* layer)
{
ASSERT(layer != NULL);
// Notify observers that a layer will be removed (e.g. an Editor can
// select another layer if the removed layer is the active one).
doc::DocumentEvent ev(m_document);
ev.sprite(layer->sprite());
ev.layer(layer);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onBeforeRemoveLayer, ev);
// Add undoers.
if (undoEnabled())
m_undoers->pushUndoer(new undoers::RemoveLayer(getObjects(), m_document, layer));
// Do the action.
layer->parent()->removeLayer(layer);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onAfterRemoveLayer, ev);
delete layer;
}
void DocumentApi::configureLayerAsBackground(LayerImage* layer)
{
// Add undoers.
if (undoEnabled()) {
m_undoers->pushUndoer(new undoers::SetLayerFlags(getObjects(), layer));
m_undoers->pushUndoer(new undoers::SetLayerName(getObjects(), layer));
m_undoers->pushUndoer(new undoers::MoveLayer(getObjects(), layer));
}
// Do the action.
layer->configureAsBackground();
}
void DocumentApi::restackLayerAfter(Layer* layer, Layer* afterThis)
{
if (undoEnabled())
m_undoers->pushUndoer(new undoers::MoveLayer(getObjects(), layer));
layer->parent()->stackLayer(layer, afterThis);
doc::DocumentEvent ev(m_document);
ev.sprite(layer->sprite());
ev.layer(layer);
m_document->notifyObservers<doc::DocumentEvent&>(&doc::DocumentObserver::onLayerRestacked, ev);
}
void DocumentApi::restackLayerBefore(Layer* layer, Layer* beforeThis)
{
LayerIndex beforeThisIdx = layer->sprite()->layerToIndex(beforeThis);
LayerIndex afterThisIdx = beforeThisIdx.previous();
restackLayerAfter(layer, layer->sprite()->indexToLayer(afterThisIdx));
}
void DocumentApi::cropLayer(Layer* layer, int x, int y, int w, int h, color_t bgcolor)
{
if (!layer->isImage())
return;
if (!layer->isBackground())
bgcolor = 0; // TODO use proper mask color
Sprite* sprite = layer->sprite();
CelIterator it = ((LayerImage*)layer)->getCelBegin();
CelIterator end = ((LayerImage*)layer)->getCelEnd();
for (; it != end; ++it)
cropCel(sprite, *it, x, y, w, h, bgcolor);
}
// Moves every frame in @a layer with the offset (@a dx, @a dy).
void DocumentApi::displaceLayers(Layer* layer, int dx, int dy)
{
switch (layer->type()) {
case OBJECT_LAYER_IMAGE: {
CelIterator it = ((LayerImage*)layer)->getCelBegin();
CelIterator end = ((LayerImage*)layer)->getCelEnd();
for (; it != end; ++it) {
Cel* cel = *it;
setCelPosition(layer->sprite(), cel, cel->x()+dx, cel->y()+dy);
}
break;
}
case OBJECT_LAYER_FOLDER: {
LayerIterator it = ((LayerFolder*)layer)->getLayerBegin();
LayerIterator end = ((LayerFolder*)layer)->getLayerEnd();
for (; it != end; ++it)
displaceLayers(*it, dx, dy);
break;
}
}
}
void DocumentApi::backgroundFromLayer(LayerImage* layer, color_t bgcolor)
{
ASSERT(layer);
ASSERT(layer->isImage());
ASSERT(layer->isReadable());
ASSERT(layer->isWritable());
ASSERT(layer->sprite() != NULL);
ASSERT(layer->sprite()->backgroundLayer() == NULL);
Sprite* sprite = layer->sprite();
// create a temporary image to draw each frame of the new
// `Background' layer
base::UniquePtr<Image> bg_image_wrap(Image::create(sprite->pixelFormat(),
sprite->width(),
sprite->height()));
Image* bg_image = bg_image_wrap.get();
CelIterator it = layer->getCelBegin();
CelIterator end = layer->getCelEnd();
for (; it != end; ++it) {
Cel* cel = *it;
// get the image from the sprite's stock of images
Image* cel_image = cel->image();
ASSERT(cel_image);
clear_image(bg_image, bgcolor);
composite_image(bg_image, cel_image,
cel->x(),
cel->y(),
MID(0, cel->opacity(), 255),
layer->getBlendMode());
// now we have to copy the new image (bg_image) to the cel...
setCelPosition(sprite, cel, 0, 0);
// same size of cel-image and bg-image
if (bg_image->width() == cel_image->width() &&
bg_image->height() == cel_image->height()) {
if (undoEnabled())
m_undoers->pushUndoer(new undoers::ImageArea(getObjects(),
cel_image, 0, 0, cel_image->width(), cel_image->height()));
copy_image(cel_image, bg_image, 0, 0);
}
else {
replaceStockImage(sprite, cel->imageIndex(), Image::createCopy(bg_image));
}
}
// Fill all empty cels with a flat-image filled with bgcolor
for (FrameNumber frame(0); frame<sprite->totalFrames(); ++frame) {
Cel* cel = layer->getCel(frame);
if (!cel) {
Image* cel_image = Image::create(sprite->pixelFormat(), sprite->width(), sprite->height());
clear_image(cel_image, bgcolor);
// Add the new image in the stock
int image_index = addImageInStock(sprite, cel_image);
// Create the new cel and add it to the new background layer
cel = new Cel(frame, image_index);
addCel(layer, cel);
}
}
configureLayerAsBackground(layer);
}
void DocumentApi::layerFromBackground(Layer* layer)
{
ASSERT(layer != NULL);
ASSERT(layer->isImage());
ASSERT(layer->isReadable());
ASSERT(layer->isWritable());
ASSERT(layer->isBackground());
ASSERT(layer->sprite() != NULL);
ASSERT(layer->sprite()->backgroundLayer() != NULL);
if (undoEnabled()) {
m_undoers->pushUndoer(new undoers::SetLayerFlags(getObjects(), layer));
m_undoers->pushUndoer(new undoers::SetLayerName(getObjects(), layer));
}
layer->setBackground(false);
layer->setMoveable(true);
layer->setName("Layer 0");
}
void DocumentApi::flattenLayers(Sprite* sprite, color_t bgcolor)
{
Image* cel_image;
Cel* cel;
// Create a temporary image.
base::UniquePtr<Image> image_wrap(Image::create(sprite->pixelFormat(),
sprite->width(),
sprite->height()));
Image* image = image_wrap.get();
// Get the background layer from the sprite.
LayerImage* background = sprite->backgroundLayer();
if (!background) {
// If there aren't a background layer we must to create the background.
background = new LayerImage(sprite);
addLayer(sprite->folder(), background, NULL);
configureLayerAsBackground(background);
}
// Copy all frames to the background.
for (FrameNumber frame(0); frame<sprite->totalFrames(); ++frame) {
// Clear the image and render this frame.
clear_image(image, bgcolor);
layer_render(sprite->folder(), image, 0, 0, frame);
cel = background->getCel(frame);
if (cel) {
cel_image = cel->image();
ASSERT(cel_image != NULL);
// We have to save the current state of `cel_image' in the undo.
if (undoEnabled()) {
Dirty* dirty = new Dirty(cel_image, image, image->bounds());
dirty->saveImagePixels(cel_image);
m_undoers->pushUndoer(new undoers::DirtyArea(
getObjects(), cel_image, dirty));
delete dirty;
}
}