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This is to avoid leaving commands with old params (a problem with keyboard shortcuts). To make sure, we've changed arguments from Params* to Params&, so we always have params to load. Also, in this change we introduce a new way to give parameters to executed commands from menu items using AppMenuItem::setContextParams(). Before showing a popup, we can call setContextParams() to give extra params to the command (e.g. the specific FrameTag to remove or change properties). In this way "contextparams" attribute for <item> in gui.xml is not available anymore.
538 lines
16 KiB
C++
538 lines
16 KiB
C++
// Aseprite
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// Copyright (C) 2001-2015 David Capello
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License version 2 as
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// published by the Free Software Foundation.
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "app/ui/editor/moving_pixels_state.h"
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#include "app/app.h"
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#include "app/color_utils.h"
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#include "app/commands/cmd_flip.h"
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#include "app/commands/cmd_move_mask.h"
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#include "app/commands/command.h"
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#include "app/commands/commands.h"
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#include "app/settings/settings.h"
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#include "app/tools/ink.h"
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#include "app/tools/tool.h"
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#include "app/ui/context_bar.h"
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#include "app/ui/editor/editor.h"
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#include "app/ui/editor/editor_customization_delegate.h"
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#include "app/ui/editor/pixels_movement.h"
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#include "app/ui/editor/standby_state.h"
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#include "app/ui/editor/transform_handles.h"
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#include "app/ui/keyboard_shortcuts.h"
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#include "app/ui/main_window.h"
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#include "app/ui/status_bar.h"
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#include "app/ui_context.h"
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#include "app/util/clipboard.h"
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#include "base/unique_ptr.h"
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#include "gfx/rect.h"
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#include "doc/algorithm/flip_image.h"
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#include "doc/mask.h"
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#include "doc/sprite.h"
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#include "ui/manager.h"
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#include "ui/message.h"
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#include "ui/system.h"
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#include "ui/view.h"
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#include <cstring>
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namespace app {
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using namespace ui;
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MovingPixelsState::MovingPixelsState(Editor* editor, MouseMessage* msg, PixelsMovementPtr pixelsMovement, HandleType handle)
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: m_editor(editor)
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, m_discarded(false)
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{
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// MovingPixelsState needs a selection tool to avoid problems
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// sharing the extra cel between the drawing cursor preview and the
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// pixels movement/transformation preview.
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//ASSERT(!editor->getCurrentEditorInk()->isSelection());
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UIContext* context = UIContext::instance();
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m_pixelsMovement = pixelsMovement;
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if (handle != NoHandle) {
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gfx::Point pt = editor->screenToEditor(msg->position());
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m_pixelsMovement->catchImage(pt, handle);
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editor->captureMouse();
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}
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// Setup mask color
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setTransparentColor(context->settings()->selection()->getMoveTransparentColor());
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// Hook BeforeCommandExecution signal so we know if the user wants
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// to execute other command, so we can drop pixels.
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m_ctxConn =
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context->BeforeCommandExecution.connect(&MovingPixelsState::onBeforeCommandExecution, this);
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// Observe SelectionSettings to be informed of changes to
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// Transparent Color from Context Bar.
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context->settings()->selection()->addObserver(this);
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// Add the current editor as filter for key message of the manager
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// so we can catch the Enter key, and avoid to execute the
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// PlayAnimation command.
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m_editor->getManager()->addMessageFilter(kKeyDownMessage, m_editor);
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m_editor->getManager()->addMessageFilter(kKeyUpMessage, m_editor);
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m_editor->addObserver(this);
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ContextBar* contextBar = App::instance()->getMainWindow()->getContextBar();
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contextBar->updateForMovingPixels();
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contextBar->addObserver(this);
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}
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MovingPixelsState::~MovingPixelsState()
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{
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ContextBar* contextBar = App::instance()->getMainWindow()->getContextBar();
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contextBar->removeObserver(this);
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contextBar->updateFromTool(UIContext::instance()->settings()->getCurrentTool());
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m_ctxConn.disconnect();
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UIContext::instance()->settings()->selection()->removeObserver(this);
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m_pixelsMovement.reset(NULL);
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m_editor->removeObserver(this);
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m_editor->getManager()->removeMessageFilter(kKeyDownMessage, m_editor);
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m_editor->getManager()->removeMessageFilter(kKeyUpMessage, m_editor);
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m_editor->document()->generateMaskBoundaries();
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}
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void MovingPixelsState::translate(const gfx::Point& delta)
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{
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if (m_pixelsMovement->isDragging())
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m_pixelsMovement->dropImageTemporarily();
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m_pixelsMovement->catchImageAgain(gfx::Point(0, 0), MoveHandle);
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m_pixelsMovement->moveImage(delta, PixelsMovement::NormalMovement);
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m_pixelsMovement->dropImageTemporarily();
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}
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EditorState::BeforeChangeAction MovingPixelsState::onBeforeChangeState(Editor* editor, EditorState* newState)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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// If we are changing to another state, we've to drop the image.
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if (m_pixelsMovement->isDragging())
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m_pixelsMovement->dropImageTemporarily();
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// Drop pixels if we are changing to a non-temporary state (a
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// temporary state is something like ScrollingState).
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if (!newState || !newState->isTemporalState()) {
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if (!m_discarded)
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m_pixelsMovement->dropImage();
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editor->document()->resetTransformation();
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m_pixelsMovement.reset(NULL);
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editor->releaseMouse();
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// Redraw the document without the transformation handles.
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editor->document()->notifyGeneralUpdate();
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return DiscardState;
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}
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else {
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editor->releaseMouse();
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return KeepState;
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}
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}
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void MovingPixelsState::onCurrentToolChange(Editor* editor)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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tools::Tool* current_tool = editor->getCurrentEditorTool();
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// If the user changed the tool when he/she is moving pixels,
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// we have to drop the pixels only if the new tool is not selection...
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if (m_pixelsMovement &&
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(!current_tool->getInk(0)->isSelection() ||
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!current_tool->getInk(1)->isSelection())) {
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// We have to drop pixels
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dropPixels();
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}
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}
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bool MovingPixelsState::onMouseDown(Editor* editor, MouseMessage* msg)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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// Set this editor as the active one and setup the ContextBar for
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// moving pixels. This is needed in case that the user is working
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// with a couple of Editors, in one is moving pixels and the other
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// one not.
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UIContext* ctx = UIContext::instance();
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ctx->setActiveView(editor->getDocumentView());
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ContextBar* contextBar = App::instance()->getMainWindow()->getContextBar();
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contextBar->updateForMovingPixels();
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// Start scroll loop
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if (checkForScroll(editor, msg) || checkForZoom(editor, msg))
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return true;
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// Call the eyedropper command
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tools::Ink* clickedInk = editor->getCurrentEditorInk();
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if (clickedInk->isEyedropper()) {
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callEyedropper(editor);
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return true;
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}
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Decorator* decorator = static_cast<Decorator*>(editor->decorator());
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Document* document = editor->document();
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// Transform selected pixels
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if (document->isMaskVisible() &&
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decorator->getTransformHandles(editor)) {
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TransformHandles* transfHandles = decorator->getTransformHandles(editor);
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// Get the handle covered by the mouse.
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HandleType handle = transfHandles->getHandleAtPoint(editor,
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msg->position(),
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getTransformation(editor));
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if (handle != NoHandle) {
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// Re-catch the image
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m_pixelsMovement->catchImageAgain(
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editor->screenToEditor(msg->position()), handle);
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editor->captureMouse();
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return true;
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}
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}
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// Start "moving pixels" loop
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if (editor->isInsideSelection() && (msg->left() ||
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msg->right())) {
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// In case that the user is pressing the copy-selection keyboard shortcut.
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EditorCustomizationDelegate* customization = editor->getCustomizationDelegate();
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if (customization && customization->isCopySelectionKeyPressed()) {
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// Stamp the pixels to create the copy.
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m_pixelsMovement->stampImage();
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}
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// Re-catch the image
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m_pixelsMovement->catchImageAgain(
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editor->screenToEditor(msg->position()), MoveHandle);
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editor->captureMouse();
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return true;
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}
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// End "moving pixels" loop
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else {
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// Drop pixels (e.g. to start drawing)
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dropPixels();
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}
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// Use StandbyState implementation
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return StandbyState::onMouseDown(editor, msg);
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}
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bool MovingPixelsState::onMouseUp(Editor* editor, MouseMessage* msg)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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// Drop the image temporarily in this location (where the user releases the mouse)
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m_pixelsMovement->dropImageTemporarily();
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// Redraw the new pivot location.
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editor->invalidate();
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editor->releaseMouse();
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return true;
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}
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bool MovingPixelsState::onMouseMove(Editor* editor, MouseMessage* msg)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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// If there is a button pressed
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if (m_pixelsMovement->isDragging()) {
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// Auto-scroll
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gfx::Point mousePos = editor->autoScroll(msg, AutoScroll::MouseDir, false);
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// Get the position of the mouse in the sprite
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gfx::Point spritePos = editor->screenToEditor(mousePos);
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// Get the customization for the pixels movement (snap to grid, angle snap, etc.).
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PixelsMovement::MoveModifier moveModifier = PixelsMovement::NormalMovement;
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if (editor->getCustomizationDelegate()->isSnapToGridKeyPressed())
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moveModifier |= PixelsMovement::SnapToGridMovement;
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if (editor->getCustomizationDelegate()->isAngleSnapKeyPressed())
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moveModifier |= PixelsMovement::AngleSnapMovement;
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if (editor->getCustomizationDelegate()->isMaintainAspectRatioKeyPressed())
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moveModifier |= PixelsMovement::MaintainAspectRatioMovement;
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if (editor->getCustomizationDelegate()->isLockAxisKeyPressed())
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moveModifier |= PixelsMovement::LockAxisMovement;
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// Invalidate handles
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Decorator* decorator = static_cast<Decorator*>(editor->decorator());
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TransformHandles* transfHandles = decorator->getTransformHandles(editor);
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transfHandles->invalidateHandles(editor, m_pixelsMovement->getTransformation());
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// Drag the image to that position
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m_pixelsMovement->moveImage(spritePos, moveModifier);
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editor->updateStatusBar();
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return true;
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}
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// Use StandbyState implementation
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return StandbyState::onMouseMove(editor, msg);
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}
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bool MovingPixelsState::onSetCursor(Editor* editor)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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// Move selection
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if (m_pixelsMovement->isDragging()) {
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editor->hideDrawingCursor();
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ui::set_mouse_cursor(kMoveCursor);
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return true;
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}
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// Use StandbyState implementation
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return StandbyState::onSetCursor(editor);
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}
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bool MovingPixelsState::onKeyDown(Editor* editor, KeyMessage* msg)
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{
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ASSERT(m_pixelsMovement != NULL);
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if (!isActiveEditor())
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return false;
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ASSERT(editor == m_editor);
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if (msg->scancode() == kKeyEnter || // TODO make this key customizable
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msg->scancode() == kKeyEnterPad ||
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msg->scancode() == kKeyEsc) {
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dropPixels();
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// The escape key drop pixels and deselect the mask.
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if (msg->scancode() == kKeyEsc) { // TODO make this key customizable
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Command* cmd = CommandsModule::instance()->getCommandByName(CommandId::DeselectMask);
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UIContext::instance()->executeCommand(cmd);
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}
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return true;
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}
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else {
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Command* command = NULL;
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Params params;
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if (KeyboardShortcuts::instance()
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->getCommandFromKeyMessage(msg, &command, ¶ms)) {
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// We accept zoom commands.
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if (std::strcmp(command->short_name(), CommandId::Zoom) == 0) {
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UIContext::instance()->executeCommand(command, params);
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return true;
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}
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// Intercept the "Cut" or "Copy" command to handle them locally
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// with the current m_pixelsMovement data.
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else if (std::strcmp(command->short_name(), CommandId::Cut) == 0 ||
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std::strcmp(command->short_name(), CommandId::Copy) == 0) {
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// Copy the floating image to the clipboard.
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{
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Document* document = editor->document();
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gfx::Point origin;
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base::UniquePtr<Image> floatingImage(m_pixelsMovement->getDraggedImageCopy(origin));
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clipboard::copy_image(floatingImage.get(),
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document->sprite()->palette(editor->frame()),
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origin);
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}
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// In case of "Cut" command.
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if (std::strcmp(command->short_name(), CommandId::Cut) == 0) {
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// Discard the dragged image.
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m_pixelsMovement->discardImage();
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m_discarded = true;
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// Quit from MovingPixelsState, back to standby.
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editor->backToPreviousState();
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}
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// Return true because we've used the keyboard shortcut.
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return true;
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}
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// Flip Horizontally/Vertically commands are handled manually to
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// avoid dropping the floating region of pixels.
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else if (std::strcmp(command->short_name(), CommandId::Flip) == 0) {
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if (FlipCommand* flipCommand = dynamic_cast<FlipCommand*>(command)) {
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flipCommand->loadParams(params);
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m_pixelsMovement->flipImage(flipCommand->getFlipType());
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return true;
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}
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}
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}
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}
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// Use StandbyState implementation
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return StandbyState::onKeyDown(editor, msg);
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}
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bool MovingPixelsState::onKeyUp(Editor* editor, KeyMessage* msg)
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{
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ASSERT(m_pixelsMovement != NULL);
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if (!isActiveEditor())
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return false;
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ASSERT(editor == m_editor);
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// Use StandbyState implementation
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return StandbyState::onKeyUp(editor, msg);
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}
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bool MovingPixelsState::onUpdateStatusBar(Editor* editor)
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{
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ASSERT(m_pixelsMovement != NULL);
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ASSERT(editor == m_editor);
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const gfx::Transformation& transform(getTransformation(editor));
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gfx::Size imageSize = m_pixelsMovement->getInitialImageSize();
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StatusBar::instance()->setStatusText
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(100, "Moving Pixels - Pos %d %d, Size %d %d, Orig: %3d %3d (%.02f%% %.02f%%), Angle %.1f",
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transform.bounds().x, transform.bounds().y,
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transform.bounds().w, transform.bounds().h,
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imageSize.w, imageSize.h,
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(double)transform.bounds().w*100.0/imageSize.w,
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(double)transform.bounds().h*100.0/imageSize.h,
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180.0 * transform.angle() / PI);
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return true;
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}
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bool MovingPixelsState::acceptQuickTool(tools::Tool* tool)
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{
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return
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(!m_pixelsMovement ||
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tool->getInk(0)->isSelection() ||
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tool->getInk(0)->isEyedropper() ||
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tool->getInk(0)->isScrollMovement() ||
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tool->getInk(0)->isZoom());
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}
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// Before executing any command, we drop the pixels (go back to standby).
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void MovingPixelsState::onBeforeCommandExecution(Command* command)
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{
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// If the command is for other editor, we don't drop pixels.
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if (!isActiveEditor())
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return;
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// We don't need to drop the pixels if a MoveMaskCommand of Content is executed.
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if (MoveMaskCommand* moveMaskCmd = dynamic_cast<MoveMaskCommand*>(command)) {
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if (moveMaskCmd->getTarget() == MoveMaskCommand::Content)
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return;
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}
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else if ((std::strcmp(command->short_name(), CommandId::Zoom) == 0) ||
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(std::strcmp(command->short_name(), CommandId::Scroll) == 0)) {
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return;
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}
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if (m_pixelsMovement)
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dropPixels();
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}
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void MovingPixelsState::onBeforeFrameChanged(Editor* editor)
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{
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if (!isActiveDocument())
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return;
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if (m_pixelsMovement)
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dropPixels();
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}
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void MovingPixelsState::onBeforeLayerChanged(Editor* editor)
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{
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if (!isActiveDocument())
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return;
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if (m_pixelsMovement)
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dropPixels();
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}
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void MovingPixelsState::onSetMoveTransparentColor(app::Color newColor)
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{
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app::Color color = UIContext::instance()->settings()->selection()->getMoveTransparentColor();
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setTransparentColor(color);
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}
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void MovingPixelsState::onDropPixels(ContextBarObserver::DropAction action)
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{
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if (!isActiveEditor())
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return;
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switch (action) {
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case ContextBarObserver::DropPixels:
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dropPixels();
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break;
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case ContextBarObserver::CancelDrag:
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m_pixelsMovement->discardImage(false);
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m_discarded = true;
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// Quit from MovingPixelsState, back to standby.
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m_editor->backToPreviousState();
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break;
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}
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}
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void MovingPixelsState::setTransparentColor(const app::Color& color)
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{
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ASSERT(m_pixelsMovement != NULL);
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Layer* layer = m_editor->layer();
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ASSERT(layer != NULL);
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m_pixelsMovement->setMaskColor(
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color_utils::color_for_target_mask(color, ColorTarget(layer)));
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}
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void MovingPixelsState::dropPixels()
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{
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// Just change to default state (StandbyState generally). We'll
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// receive an onBeforeChangeState() event after this call.
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m_editor->backToPreviousState();
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}
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gfx::Transformation MovingPixelsState::getTransformation(Editor* editor)
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{
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return m_pixelsMovement->getTransformation();
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}
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bool MovingPixelsState::isActiveDocument() const
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{
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Document* doc = UIContext::instance()->activeDocument();
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return (m_editor->document() == doc);
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}
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bool MovingPixelsState::isActiveEditor() const
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{
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Editor* targetEditor = UIContext::instance()->activeEditor();
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return (targetEditor == m_editor);
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}
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} // namespace app
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