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123 lines
4.9 KiB
Plaintext
123 lines
4.9 KiB
Plaintext
======================================================================
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ASE Hacking Notes
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======================================================================
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Change the name of a command
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Rename the file "src/commands/cmd_OLD_NAME.cpp" to
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"src/commands/cmd_NEW_NAME.cpp".
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Update the file name in the COMMON_SOURCES variable inside
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makefile.lst.
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Update the command name in "src/commands/commands_list.h" file.
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Find "get_command_by_name" in the whole source code, you have to
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update the command id (anyway you will get a compiler error).
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Change in the Command() constructor call, the name of the command.
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E.g. MyCmd::MyCmd() : Command("new_name", ...) { }
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Add a new file to compile
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Remember that if you add a new file to compile, it should have a
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different name of any other file name in the source code tree. Also,
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you must add it in the COMMON_SOURCES or ASE_SOURCES variable of the
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makefile.lst.
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Add a new load/save file type
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Look at the "src/file/" directory. You have two options to make a
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new load/save routines:
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- Use the sequence API (src/file/file.h);
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- Use directly the sprite API (src/raster/sprite.h);
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The sequence API should be used only for images that don't support
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animation and that are plain images (don't have layers), like BMP,
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PCX, TGA, or JPEG format. This is useful to handle sequences of
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bitmaps like spr00.pcx, spr01.pcx, spr02.pcx automatically (you
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don't worry about that, you just write the code to load/save one
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file).
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In the other hand, you should use directly the raster API
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(src/raster/) if your format support animation or layers, like FLI,
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or GIF formats.
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Hook palette's changes
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----------------------------------------------------------------------
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With the routines (from "src/modules/palette.c"):
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void hook_palette_changes(void (*proc)(void));
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void unhook_palette_changes(void (*proc)(void));
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The hooks are installed in the tail (it's important see the order of
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modules in "src/core/modules.c").
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Then when you use "set_current_palette", the routine
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"call_palette_hooks" will call the hooks from the first to the last
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one.
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Update the icon of buttons when the bitmap is destroyed in palette changes
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----------------------------------------------------------------------
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NOTE: This is only for buttons with a BITMAP
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from "get_gfx()" (src/modules/gfx.c).
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When the palette changes, all graphics from "src/modules/gfx.c" are
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regenerated. If one button was using one of these BITMAP, that will
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be a problem, because that pointer is pointing to a freed memory
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area.
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To update this icon pointer, you can use this is routine:
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void add_gfxicon_to_button(JWidget button, int gfx_id, int icon_align);
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This routine save in "user_data[3]" of "button" the "gfx_id", and
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when the palette changes, the icon will be restored making a:
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jbutton_set_icon(button, get_gfx(gfx_id));
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Also, the routine will hook the destroy signal to remove
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automatically this button from the "list of buttons to fixup"
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("icon_buttons" in "src/modules/gui.c").
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----------------------------------------------------------------------
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Reload the fonts
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----------------------------------------------------------------------
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The routine "reload_default_font" in "src/modules/gui.c" reloads the
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font indicated in the configuration string "/options/default_font",
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also if it doesn't exist, the routine will try to load the
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"data/fonts/default.pcx" font (finally, ASE uses the Allegro font if
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no one was found).
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This routine uses the "_ji_set_font_of_all_widgets" to change the
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"text_font" property of EVERY widget.
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----------------------------------------------------------------------
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Undo
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NOTE.1: Every undo action must be added in the "sprite.undo"
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structure before to do the operation in the sprite. E.g:
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undo_remove_layer(sprite.undo, sprite.layer);
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layer_remove_layer(sprite.layer.parent, sprite.layer);
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The only exception for this is "undo_add_image":
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stock_add_image(stock, image);
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undo_add_image(undo, stock, image);
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----------------------------------------------------------------------
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Copyright (C) 2001-2009 David Capello
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