File: expand_cel_canvas.h

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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
 */

#ifndef APP_UTIL_EXPAND_CEL_CANVAS_H_INCLUDED
#define APP_UTIL_EXPAND_CEL_CANVAS_H_INCLUDED
#pragma once

#include "filters/tiled_mode.h"
#include "gfx/rect.h"

namespace raster {
  class Cel;
  class Image;
  class Layer;
  class Sprite;
}

namespace app {
  class Context;
  class Document;
  class UndoTransaction;

  using namespace filters;
  using namespace raster;

  // This class can be used to expand the canvas of the current cel to
  // the visible portion of sprite. If the user cancels the operation,
  // you've a rollback() method to restore the cel to its original
  // state.  If all changes are committed, some undo information is
  // stored in the document's UndoHistory to go back to the original
  // state using "Undo" command.
  class ExpandCelCanvas {
  public:
    ExpandCelCanvas(Context* context, TiledMode tiledMode, UndoTransaction& undo);
    ~ExpandCelCanvas();

    // Commit changes made in getDestCanvas() in the cel's image. Adds
    // information in the undo history so the user can undo the
    // modifications in the canvas.
    void commit(const gfx::Rect& bounds = gfx::Rect());

    // Restore the cel as its original state as when ExpandCelCanvas()
    // was created.
    void rollback();

    // You can read pixels from here
    Image* getSourceCanvas() {    // TODO this should be "const"
      return m_srcImage;
    }

    // You can write pixels right here
    Image* getDestCanvas() {
      return m_dstImage;
    }

    const Cel* getCel() const {
      return m_cel;
    }

  private:
    Document* m_document;
    Sprite* m_sprite;
    Layer* m_layer;
    Cel* m_cel;
    Image* m_celImage;
    bool m_celCreated;
    int m_originalCelX;
    int m_originalCelY;
    Image* m_srcImage;
    Image* m_dstImage;
    bool m_closed;
    bool m_committed;
    UndoTransaction& m_undo;
  };

} // namespace app

#endif