Changes:
* With this patch we finally removed the LayerIndex class and member
functions to access layers by index (like Sprite::firstLayer/layerLayer
/layer/indexToLayer/layerToIndex() etc.). As layer groups can be
expanded/collapsed, it doesn't make sense to use layer index to
access layers directly from sprite.
* Now we use a layer_t (int) to access a list of browsable layers each
time we want to iterate visible layers in the timeline.
* Replaced CelsRange() and Sprite::uniqueCels() param with
SelectedFrames to iterate non-adjacent cels.
* Updated clipboard operations (copy/paste) in timeline to support
layer groups.
* Updated Timeline control to support selecting multiple layer/frame
ranges with Ctrl+ or Alt+click (fix#1157)
* Added more test units for DocumentRange operations (mainly for
non-adjacent ranges).
If the Timeline has an active selected range of layers and the user
creates a new layer group, the selected layers will be be grouped as
children of the new layer 'group'.
As now the RgbMap is generated correctly depending on the current layer
(if it’s opaque or transparent), we’ve fixed
LockAlpha/Transparent/Merge/Blur/Replace/JumbleInkProcessing for
Indexed images with a background layer, when a transparent layer is the
active one, and when a non-mask index has same RGB values than the mask
index.
This problem was introduced in d732f5b05f33ed1fce4c8b900a54f617bfb4c5ae
Now image_iterator.h and image_bits.h use forward declarations. And if
someone want to use the Image implementation, ImageBits, LockImageBits,
ImageIterators, or some function inside primitive_fast.h, they just have
to include image_impl.h file.
Undoers were little objects to swap/revert an action. They didn't
execute the action itself, they just revert its previous state. Now
undoers were replaced with cmds: A cmd is an object that
executes/undoes/redoes just one action.
Changes:
* Remove old undo library and app/objects_container_impl.cpp
(now we use the doc::ObjectId directly to store undo info)
* Remove all Undoers from app/undoers/
* Replace DocumentApi impl with little Cmds in app/cmd/, these
cmds handle execute/undo/redo of each action at the logic layer
* Remove doc::Dirty object
* Remove doc::Settings: all undo configuration is in the app side
* Move undo options from app:ISettings to app::Preferences
* Rename UndoTransaction to Transaction
* Create a CmdSequence to store a sequence of Cmds (as now the new
undo library doesn't support open/close groups)
* Add doc::get<T>(ObjectId) function to get any kind of object
from the doc library by its ID
* Add Cel::document() and Sprite::document() members
* Add Sprite::cels(frame_t) to get all cels in the given frame
* Add Layer::displaceFrames() member function
* Move the "allow non-linear history" flag from undo2::UndoHistory
to app::DocumentUndo
Changes:
* Add doc::ImageRef to count references to the same image between Cels
(at this moment we cannot generate linked cels anyway)
* Remove doc:Stock class and doc::Sprite::m_stock member variable
* Remove app::undoers::Add/RemoveImage
* Add doc::SubObjectsIO and app::undoers::ObjectIO to
replace doc::LayerSubObjectsSerializer
Changes:
* Create render library (move util/render.cpp to render/render.cpp)
* Move app::Zoom class to render::Zoom
* Remove doc::Image::merge() member function
* Add gfx::Clip helper class (to clip dst/src rectangles before a blit)
* Move doc::composite_image() to render::composite_image()
* Remove doc::Sprite::render()
* Replace Sprite::getPixel() with render::get_sprite_pixel()
* Remove doc::layer_render() function
* Convert DitheringMethod to a enum class
* Add AppRender to configure a render::Render with the app configuration
* Move checked background preferences as document-specific configuration
* Add doc::Sprite::layer() and palette() member functions
* Add doc::Layer::cel() member function
* Add doc::Palette::entry() member function()
* Add doc::frame_t type
* Move create_palette_from_rgb/convert_pixel_format to render library
* ExportSpriteSheet doesn't need a temporary image now that we can specify
the source rectangle in the render routine