Rotate sprite selection
Adds selection rotation.
Solves issue
@@ -451,6 +451,66 @@ static void rightCanvas(Sprite* sprite)
pasteSelection(sprite);
}
+static void rotateSelectRect(Sprite* sprite)
+{
+ SDL_Rect rect = sprite->select.rect;
+
+ s32 selection_center_x = rect.x + rect.w/2;
+ s32 selection_center_y = rect.y + rect.h/2;
+
+ // Rotate
+ sprite->select.rect.w = rect.h;
+ sprite->select.rect.h = rect.w;
+
+ // Make the new center be at the position of the previous center
+ sprite->select.rect.x -= (sprite->select.rect.x + sprite->select.rect.w/2) - selection_center_x;
+ sprite->select.rect.y -= (sprite->select.rect.y + sprite->select.rect.h/2) - selection_center_y;
+
+ // Check if we are not out of boundaries
+ if (sprite->select.rect.x < 0) sprite->select.rect.x = 0;
+ if (sprite->select.rect.y < 0) sprite->select.rect.y = 0;
+
+ if (sprite->select.rect.x + sprite->select.rect.w >= sprite->size)
+ {
+ sprite->select.rect.x -= sprite->select.rect.x + sprite->select.rect.w - sprite->size;
+ }
+
+ if (sprite->select.rect.y + sprite->select.rect.h >= sprite->size)
+ {
+ sprite->select.rect.y -= sprite->select.rect.y + sprite->select.rect.h - sprite->size;
+ }
+}
+
+static void rotateCanvas(Sprite* sprite)
+{
+ u8* buffer = (u8*)SDL_malloc(CANVAS_SIZE*CANVAS_SIZE);
+
+ if(buffer)
+ {
+ {
+ SDL_Rect rect = sprite->select.rect;
+ const s32 Size = rect.h * rect.w;
+ s32 diff = 0;
+
+ for(s32 y = 0, i = 0; y < rect.w; y++)
+ for(s32 x = 0; x < rect.h; x++)
+ {
+ diff = rect.w * (x + 1) -y;
+ buffer[i++] = sprite->select.front[Size - diff];
+ }
+
+ for (s32 i = 0; i<Size; i++)
+ sprite->select.front[i] = buffer[i];
+
+ rotateSelectRect(sprite);
+ pasteSelection(sprite);
+ history_add(sprite->history);
+ }
+
+ SDL_free(buffer);
+ }
+}
+
static void deleteCanvas(Sprite* sprite)
{
SDL_Rect* rect = &sprite->select.rect;
@@ -1087,7 +1147,7 @@ static void deleteSprite(Sprite* sprite)
}
static void(* const SpriteToolsFunc[])(Sprite*) = {flipSpriteHorz, flipSpriteVert, rotateSprite, deleteSprite};
-static void(* const CanvasToolsFunc[])(Sprite*) = {flipCanvasHorz, flipCanvasVert, rotateSprite, deleteCanvas};
+static void(* const CanvasToolsFunc[])(Sprite*) = {flipCanvasHorz, flipCanvasVert, rotateCanvas, deleteCanvas};
static void drawSpriteTools(Sprite* sprite, s32 x, s32 y)
{
@@ -1155,8 +1215,6 @@ static void drawSpriteTools(Sprite* sprite, s32 x, s32 y)
if(hasCanvasSelection(sprite))
{
CanvasToolsFunc[i](sprite);
- // we have to do this until we deal with rotateSprite for canvas
- if(i == 2) clearCanvasSelection(sprite);
}
else
{
