aseprite/src/app/commands/cmd_goto_layer.cpp

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/* Aseprite
2013-01-27 23:13:13 +08:00
* Copyright (C) 2001-2013 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
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "app/app.h"
#include "app/commands/command.h"
#include "app/context_access.h"
#include "app/modules/editors.h"
#include "app/modules/gui.h"
#include "app/ui/editor/editor.h"
#include "app/ui/status_bar.h"
#include "doc/layer.h"
#include "doc/sprite.h"
namespace app {
class GotoCommand : public Command {
public:
GotoCommand(const char* short_name, const char* friendly_name, CommandFlags flags)
: Command(short_name, friendly_name, flags) {
}
protected:
void updateStatusBar(DocumentLocation& location) {
if (location.layer() != NULL)
StatusBar::instance()
->setStatusText(1000, "Layer `%s' selected",
location.layer()->name().c_str());
}
};
class GotoPreviousLayerCommand : public GotoCommand {
public:
GotoPreviousLayerCommand();
Command* clone() const override { return new GotoPreviousLayerCommand(*this); }
protected:
bool onEnabled(Context* context);
void onExecute(Context* context);
};
GotoPreviousLayerCommand::GotoPreviousLayerCommand()
: GotoCommand("GotoPreviousLayer",
"Go to Previous Layer",
CmdUIOnlyFlag)
{
}
bool GotoPreviousLayerCommand::onEnabled(Context* context)
{
return context->checkFlags(ContextFlags::ActiveDocumentIsWritable |
ContextFlags::HasActiveSprite);
}
void GotoPreviousLayerCommand::onExecute(Context* context)
{
const ContextReader reader(context);
const Sprite* sprite = reader.sprite();
DocumentLocation location = *reader.location();
if (location.layerIndex() > 0)
location.layerIndex(location.layerIndex().previous());
else
location.layerIndex(LayerIndex(sprite->countLayers()-1));
// Flash the current layer
ASSERT(current_editor != NULL && "Current editor cannot be null when we have a current sprite");
current_editor->setLayer(location.layer());
current_editor->flashCurrentLayer();
updateStatusBar(location);
}
class GotoNextLayerCommand : public GotoCommand {
public:
GotoNextLayerCommand();
Command* clone() const override { return new GotoNextLayerCommand(*this); }
protected:
bool onEnabled(Context* context);
void onExecute(Context* context);
};
GotoNextLayerCommand::GotoNextLayerCommand()
: GotoCommand("GotoNextLayer",
"Go to Next Layer",
CmdUIOnlyFlag)
{
}
bool GotoNextLayerCommand::onEnabled(Context* context)
{
return context->checkFlags(ContextFlags::ActiveDocumentIsWritable |
ContextFlags::HasActiveSprite);
}
void GotoNextLayerCommand::onExecute(Context* context)
{
const ContextReader reader(context);
const Sprite* sprite = reader.sprite();
DocumentLocation location = *reader.location();
if (location.layerIndex() < sprite->countLayers()-1)
location.layerIndex(location.layerIndex().next());
else
location.layerIndex(LayerIndex(0));
// Flash the current layer
ASSERT(current_editor != NULL && "Current editor cannot be null when we have a current sprite");
current_editor->setLayer(location.layer());
current_editor->flashCurrentLayer();
updateStatusBar(location);
}
Command* CommandFactory::createGotoPreviousLayerCommand()
{
return new GotoPreviousLayerCommand;
}
Command* CommandFactory::createGotoNextLayerCommand()
{
return new GotoNextLayerCommand;
}
} // namespace app