mirror of
https://github.com/aseprite/aseprite.git
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113 lines
2.8 KiB
C++
113 lines
2.8 KiB
C++
// Aseprite
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// Copyright (C) 2022 Igara Studio S.A.
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// Copyright (C) 2001-2018 David Capello
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//
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// This program is distributed under the terms of
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// the End-User License Agreement for Aseprite.
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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/app.h"
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#include "app/commands/command.h"
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#include "app/context.h"
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#include "app/context_access.h"
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#include "app/modules/editors.h"
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#include "app/pref/preferences.h"
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#include "app/ui/editor/editor.h"
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#include "app/ui/main_window.h"
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#include "app/ui/preview_editor.h"
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namespace app {
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using namespace ui;
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//////////////////////////////////////////////////////////////////////
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class PlayAnimationCommand : public Command {
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public:
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PlayAnimationCommand();
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protected:
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bool onEnabled(Context* context) override;
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void onExecute(Context* context) override;
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};
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PlayAnimationCommand::PlayAnimationCommand()
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: Command(CommandId::PlayAnimation(), CmdUIOnlyFlag)
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{
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}
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bool PlayAnimationCommand::onEnabled(Context* context)
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{
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return context->checkFlags(ContextFlags::ActiveDocumentIsWritable |
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ContextFlags::HasActiveSprite);
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}
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void PlayAnimationCommand::onExecute(Context* context)
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{
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// Do not play one-frame images
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{
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ContextReader writer(context);
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Sprite* sprite(writer.sprite());
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if (!sprite || sprite->totalFrames() < 2)
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return;
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}
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ASSERT(current_editor);
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if (!current_editor)
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return;
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if (current_editor->isPlaying())
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current_editor->stop();
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else
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current_editor->play(Preferences::instance().editor.playOnce(),
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Preferences::instance().editor.playAll(),
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Preferences::instance().editor.playSubtags());
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}
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//////////////////////////////////////////////////////////////////////
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class PlayPreviewAnimationCommand : public Command {
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public:
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PlayPreviewAnimationCommand();
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protected:
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bool onEnabled(Context* context) override;
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void onExecute(Context* context) override;
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};
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PlayPreviewAnimationCommand::PlayPreviewAnimationCommand()
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: Command(CommandId::PlayPreviewAnimation(), CmdUIOnlyFlag)
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{
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}
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bool PlayPreviewAnimationCommand::onEnabled(Context* context)
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{
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return context->checkFlags(ContextFlags::ActiveDocumentIsWritable |
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ContextFlags::HasActiveSprite);
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}
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void PlayPreviewAnimationCommand::onExecute(Context* context)
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{
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PreviewEditorWindow* preview = App::instance()->mainWindow()->getPreviewEditor();
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if (!preview->isPreviewEnabled())
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preview->setPreviewEnabled(true);
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preview->pressPlayButton();
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}
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//////////////////////////////////////////////////////////////////////
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Command* CommandFactory::createPlayAnimationCommand()
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{
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return new PlayAnimationCommand;
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}
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Command* CommandFactory::createPlayPreviewAnimationCommand()
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{
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return new PlayPreviewAnimationCommand;
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}
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} // namespace app
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