本文整理汇总了C++中DocumentApi::removeLayer方法的典型用法代码示例。如果您正苦于以下问题:C++ DocumentApi::removeLayer方法的具体用法?C++ DocumentApi::removeLayer怎么用?C++ DocumentApi::removeLayer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DocumentApi
的用法示例。
在下文中一共展示了DocumentApi::removeLayer方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onExecute
void RemoveLayerCommand::onExecute(Context* context)
{
std::string layerName;
ContextWriter writer(context);
Document* document(writer.document());
Sprite* sprite(writer.sprite());
{
Transaction transaction(writer.context(), "Remove Layer");
DocumentApi api = document->getApi(transaction);
const Site* site = writer.site();
if (site->inTimeline() &&
!site->selectedLayers().empty()) {
SelectedLayers selLayers = site->selectedLayers();
selLayers.removeChildrenIfParentIsSelected();
layer_t deletedTopLevelLayers = 0;
for (Layer* layer : selLayers) {
if (layer->parent() == sprite->root())
++deletedTopLevelLayers;
}
if (deletedTopLevelLayers == sprite->root()->layersCount()) {
ui::Alert::show("Error<<You cannot delete all layers.||&OK");
return;
}
for (Layer* layer : selLayers) {
api.removeLayer(layer);
}
}
else {
if (sprite->allLayersCount() == 1) {
ui::Alert::show("Error<<You cannot delete the last layer.||&OK");
return;
}
Layer* layer = writer.layer();
layerName = layer->name();
api.removeLayer(layer);
}
transaction.commit();
}
update_screen_for_document(document);
StatusBar::instance()->invalidate();
if (!layerName.empty())
StatusBar::instance()->showTip(1000, "Layer '%s' removed", layerName.c_str());
else
StatusBar::instance()->showTip(1000, "Layers removed");
}
示例2: onExecute
void ImportSpriteSheetCommand::onExecute(Context* context)
{
ImportSpriteSheetWindow window(context);
retry:;
window.openWindowInForeground();
if (!window.ok())
return;
Document* document = window.document();
DocumentPreferences* docPref = window.docPref();
gfx::Rect frameBounds = window.frameBounds();
// The user don't select a sheet yet.
if (!document) {
Alert::show("Import Sprite Sheet<<Select a sprite first.||&Close");
goto retry;
}
// The list of frames imported from the sheet
std::vector<ImageRef> animation;
try {
Sprite* sprite = document->sprite();
frame_t currentFrame = context->activeSite().frame();
render::Render render;
// As first step, we cut each tile and add them into "animation" list.
for (int y=frameBounds.y; y<sprite->height(); y += frameBounds.h) {
for (int x=frameBounds.x; x<sprite->width(); x += frameBounds.w) {
ImageRef resultImage(
Image::create(sprite->pixelFormat(), frameBounds.w, frameBounds.h));
// Render the portion of sheet.
render.renderSprite(resultImage.get(), sprite, currentFrame,
gfx::Clip(0, 0, x, y, frameBounds.w, frameBounds.h));
animation.push_back(resultImage);
}
}
if (animation.size() == 0) {
Alert::show("Import Sprite Sheet"
"<<The specified rectangle does not create any tile."
"<<Select a rectangle inside the sprite region."
"||&OK");
return;
}
// The following steps modify the sprite, so we wrap all
// operations in a undo-transaction.
ContextWriter writer(context);
Transaction transaction(writer.context(), "Import Sprite Sheet", ModifyDocument);
DocumentApi api = document->getApi(transaction);
// Add the layer in the sprite.
LayerImage* resultLayer = api.newLayer(sprite);
// Add all frames+cels to the new layer
for (size_t i=0; i<animation.size(); ++i) {
// Create the cel.
base::UniquePtr<Cel> resultCel(new Cel(frame_t(i), animation[i]));
// Add the cel in the layer.
api.addCel(resultLayer, resultCel);
resultCel.release();
}
// Copy the list of layers (because we will modify it in the iteration).
LayerList layers = sprite->folder()->getLayersList();
// Remove all other layers
for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) {
if (*it != resultLayer)
api.removeLayer(*it);
}
// Change the number of frames
api.setTotalFrames(sprite, frame_t(animation.size()));
// Set the size of the sprite to the tile size.
api.setSpriteSize(sprite, frameBounds.w, frameBounds.h);
transaction.commit();
ASSERT(docPref);
if (docPref)
docPref->importSpriteSheet.bounds(frameBounds);
}
catch (...) {
throw;
}
update_screen_for_document(document);
}
示例3: onImport
void onImport()
{
// The user don't select a sheet yet.
if (!m_document) {
Alert::show("Import Sprite Sheet<<Select a sprite first.||&Close");
return;
}
// The list of frames imported from the sheet
std::vector<Image*> animation;
try {
Sprite* sprite = m_document->getSprite();
FrameNumber currentFrame = m_context->getActiveLocation().frame();
// As first step, we cut each tile and add them into "animation" list.
for (int y=m_rect.y; y<sprite->getHeight(); y += m_rect.h) {
for (int x=m_rect.x; x<sprite->getWidth(); x += m_rect.w) {
base::UniquePtr<Image> resultImage(Image::create(sprite->getPixelFormat(), m_rect.w, m_rect.h));
// Clear the image with mask color.
image_clear(resultImage, 0);
// Render the portion of sheet.
sprite->render(resultImage, -x, -y, currentFrame);
animation.push_back(resultImage);
resultImage.release();
}
}
if (animation.size() == 0) {
Alert::show("Import Sprite Sheet"
"<<The specified rectangle does not create any tile."
"<<Select a rectangle inside the sprite region."
"||&OK");
return;
}
// The following steps modify the sprite, so we wrap all
// operations in a undo-transaction.
ContextWriter writer(m_context);
UndoTransaction undoTransaction(writer.context(), "Import Sprite Sheet", undo::ModifyDocument);
DocumentApi api = m_document->getApi();
// Add the layer in the sprite.
LayerImage* resultLayer = api.newLayer(sprite);
// Add all frames+cels to the new layer
for (size_t i=0; i<animation.size(); ++i) {
int indexInStock;
// Add the image into the sprite's stock
indexInStock = api.addImageInStock(sprite, animation[i]);
animation[i] = NULL;
// Create the cel.
base::UniquePtr<Cel> resultCel(new Cel(FrameNumber(i), indexInStock));
// Add the cel in the layer.
api.addCel(resultLayer, resultCel);
resultCel.release();
}
// Copy the list of layers (because we will modify it in the iteration).
LayerList layers = sprite->getFolder()->getLayersList();
// Remove all other layers
for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) {
if (*it != resultLayer)
api.removeLayer(*it);
}
// Change the number of frames
api.setTotalFrames(sprite, FrameNumber(animation.size()));
// Set the size of the sprite to the tile size.
api.setSpriteSize(sprite, m_rect.w, m_rect.h);
undoTransaction.commit();
}
catch (...) {
for (size_t i=0; i<animation.size(); ++i)
delete animation[i];
throw;
}
update_screen_for_document(m_document);
closeWindow(NULL);
}
示例4: onExecute
//.........这里部分代码省略.........
}
switch (sheetType) {
case app::SpriteSheetType::Horizontal:
for (int x=frameBounds.x; x+frameBounds.w<=widthStop; x += frameBounds.w) {
tileRects.push_back(gfx::Rect(x, frameBounds.y, frameBounds.w, frameBounds.h));
}
break;
case app::SpriteSheetType::Vertical:
for (int y=frameBounds.y; y+frameBounds.h<=heightStop; y += frameBounds.h) {
tileRects.push_back(gfx::Rect(frameBounds.x, y, frameBounds.w, frameBounds.h));
}
break;
case app::SpriteSheetType::Rows:
for (int y=frameBounds.y; y+frameBounds.h<=heightStop; y += frameBounds.h) {
for (int x=frameBounds.x; x+frameBounds.w<=widthStop; x += frameBounds.w) {
tileRects.push_back(gfx::Rect(x, y, frameBounds.w, frameBounds.h));
}
}
break;
case app::SpriteSheetType::Columns:
for (int x=frameBounds.x; x+frameBounds.w<=sprite->width(); x += frameBounds.w) {
for (int y=frameBounds.y; y+frameBounds.h<=sprite->height(); y += frameBounds.h) {
tileRects.push_back(gfx::Rect(x, y, frameBounds.w, frameBounds.h));
}
}
break;
}
// As first step, we cut each tile and add them into "animation" list.
for (const auto& tileRect : tileRects) {
ImageRef resultImage(
Image::create(
sprite->pixelFormat(), tileRect.w, tileRect.h));
// Render the portion of sheet.
render.renderSprite(
resultImage.get(), sprite, currentFrame,
gfx::Clip(0, 0, tileRect));
animation.push_back(resultImage);
}
if (animation.size() == 0) {
Alert::show("Import Sprite Sheet"
"<<The specified rectangle does not create any tile."
"<<Select a rectangle inside the sprite region."
"||&OK");
return;
}
// The following steps modify the sprite, so we wrap all
// operations in a undo-transaction.
ContextWriter writer(context);
Transaction transaction(writer.context(), "Import Sprite Sheet", ModifyDocument);
DocumentApi api = document->getApi(transaction);
// Add the layer in the sprite.
LayerImage* resultLayer = api.newLayer(sprite, "Sprite Sheet");
// Add all frames+cels to the new layer
for (size_t i=0; i<animation.size(); ++i) {
// Create the cel.
base::UniquePtr<Cel> resultCel(new Cel(frame_t(i), animation[i]));
// Add the cel in the layer.
api.addCel(resultLayer, resultCel);
resultCel.release();
}
// Copy the list of layers (because we will modify it in the iteration).
LayerList layers = sprite->folder()->getLayersList();
// Remove all other layers
for (LayerIterator it=layers.begin(), end=layers.end(); it!=end; ++it) {
if (*it != resultLayer)
api.removeLayer(*it);
}
// Change the number of frames
api.setTotalFrames(sprite, frame_t(animation.size()));
// Set the size of the sprite to the tile size.
api.setSpriteSize(sprite, frameBounds.w, frameBounds.h);
transaction.commit();
ASSERT(docPref);
if (docPref) {
docPref->importSpriteSheet.type(sheetType);
docPref->importSpriteSheet.bounds(frameBounds);
docPref->importSpriteSheet.partialTiles(partialTiles);
}
}
catch (...) {
throw;
}
update_screen_for_document(document);
}