aseprite/src/commands/cmd_new_layer_set.cpp
2011-01-20 20:46:58 -03:00

86 lines
2.3 KiB
C++

/* ASE - Allegro Sprite Editor
* Copyright (C) 2001-2011 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
*/
#include "config.h"
#include "gui/jinete.h"
#include "commands/command.h"
#include "app.h"
#include "modules/gui.h"
#include "raster/layer.h"
#include "raster/sprite.h"
#include "sprite_wrappers.h"
//////////////////////////////////////////////////////////////////////
// new_layer_set
class NewLayerSetCommand : public Command
{
public:
NewLayerSetCommand();
Command* clone() { return new NewLayerSetCommand(*this); }
protected:
bool onEnabled(Context* context);
void onExecute(Context* context);
};
NewLayerSetCommand::NewLayerSetCommand()
: Command("NewLayerSet",
"New Layer Set",
CmdRecordableFlag)
{
}
bool NewLayerSetCommand::onEnabled(Context* context)
{
const CurrentSpriteReader sprite(context);
return
sprite != NULL;
}
void NewLayerSetCommand::onExecute(Context* context)
{
CurrentSpriteWriter sprite(context);
// load the window widget
FramePtr window(load_widget("new_layer.xml", "new_layer_set"));
window->open_window_fg();
if (window->get_killer() == jwidget_find_name(window, "ok")) {
const char *name = jwidget_find_name(window, "name")->getText();
Layer* layer = new LayerFolder(sprite);
layer->setName(name);
sprite->getFolder()->add_layer(layer);
sprite->setCurrentLayer(layer);
update_screen_for_sprite(sprite);
}
}
//////////////////////////////////////////////////////////////////////
// CommandFactory
Command* CommandFactory::createNewLayerSetCommand()
{
return new NewLayerSetCommand;
}