aseprite/src/app/cmd/flatten_layers.cpp

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2015-02-12 23:16:25 +08:00
// Aseprite
// Copyright (C) 2001-2015 David Capello
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License version 2 as
// published by the Free Software Foundation.
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "app/cmd/flatten_layers.h"
#include "app/cmd/add_layer.h"
#include "app/cmd/set_layer_name.h"
#include "app/cmd/configure_background.h"
#include "app/cmd/copy_rect.h"
#include "app/cmd/remove_layer.h"
#include "app/cmd/remove_layer.h"
#include "app/cmd/set_layer_flags.h"
#include "app/cmd/unlink_cel.h"
#include "app/document.h"
#include "doc/cel.h"
#include "doc/layer.h"
#include "doc/primitives.h"
#include "doc/sprite.h"
#include "render/render.h"
namespace app {
namespace cmd {
FlattenLayers::FlattenLayers(Sprite* sprite)
: WithSprite(sprite)
{
}
void FlattenLayers::onExecute()
{
Sprite* sprite = this->sprite();
app::Document* doc = static_cast<app::Document*>(sprite->document());
// Create a temporary image.
ImageRef image(Image::create(sprite->pixelFormat(),
sprite->width(),
sprite->height()));
LayerImage* flatLayer; // The layer onto which everything will be flattened.
color_t bgcolor; // The background color to use for flatLayer.
flatLayer = sprite->backgroundLayer();
if (flatLayer && flatLayer->isVisible()) {
// There exists a visible background layer, so we will flatten onto that.
bgcolor = doc->bgColor(flatLayer);
}
else {
// Create a new transparent layer to flatten everything onto.
flatLayer = new LayerImage(sprite);
ASSERT(flatLayer->isVisible());
executeAndAdd(new cmd::AddLayer(sprite->folder(), flatLayer, nullptr));
executeAndAdd(new cmd::SetLayerName(flatLayer, "Flattened"));
bgcolor = sprite->transparentColor();
}
render::Render render;
render.setBgType(render::BgType::NONE);
// Copy all frames to the background.
for (frame_t frame(0); frame<sprite->totalFrames(); ++frame) {
// Clear the image and render this frame.
clear_image(image.get(), bgcolor);
render.renderSprite(image.get(), sprite, frame);
// TODO Keep cel links when possible
ImageRef cel_image;
Cel* cel = flatLayer->cel(frame);
if (cel) {
if (cel->links())
executeAndAdd(new cmd::UnlinkCel(cel));
cel_image = cel->imageRef();
ASSERT(cel_image);
executeAndAdd(new cmd::CopyRect(cel_image.get(), image.get(),
gfx::Clip(0, 0, image->bounds())));
}
else {
cel_image.reset(Image::createCopy(image.get()));
cel = new Cel(frame, cel_image);
flatLayer->addCel(cel);
}
}
// Delete old layers.
LayerList layers = sprite->folder()->getLayersList();
for (Layer* layer : layers)
if (layer != flatLayer)
executeAndAdd(new cmd::RemoveLayer(layer));
}
} // namespace cmd
} // namespace app