Enable horizontal or vertical flipping of a sprite selection
Solves part of the issue
@@ -469,6 +469,48 @@ static void deleteCanvas(Sprite* sprite)
history_add(sprite->history);
}
+static void flipCanvasHorz(Sprite* sprite)
+{
+ SDL_Rect* rect = &sprite->select.rect;
+
+ s32 sprite_x = getIndexPosX(sprite);
+ s32 sprite_y = getIndexPosY(sprite);
+
+ s32 right = sprite_x + rect->x + rect->w/2;
+ s32 bottom = sprite_y + rect->y + rect->h;
+
+ for(s32 y = sprite_y + rect->y; y < bottom; y++)
+ for(s32 x = sprite_x + rect->x, i = sprite_x + rect->x + rect->w - 1; x < right; x++, i--)
+ {
+ u8 color = getSheetPixel(sprite, x, y);
+ setSheetPixel(sprite, x, y, getSheetPixel(sprite, i, y));
+ setSheetPixel(sprite, i, y, color);
+ }
+
+ history_add(sprite->history);
+}
+
+static void flipCanvasVert(Sprite* sprite)
+{
+ SDL_Rect* rect = &sprite->select.rect;
+
+ s32 sprite_x = getIndexPosX(sprite);
+ s32 sprite_y = getIndexPosY(sprite);
+
+ s32 right = sprite_x + rect->x + rect->w;
+ s32 bottom = sprite_y + rect->y + rect->h/2;
+
+ for(s32 y = sprite_y + rect->y, i = sprite_y + rect->y + rect->h - 1; y < bottom; y++, i--)
+ for(s32 x = sprite_x + rect->x; x < right; x++)
+ {
+ u8 color = getSheetPixel(sprite, x, y);
+ setSheetPixel(sprite, x, y, getSheetPixel(sprite, x, i));
+ setSheetPixel(sprite, x, i, color);
+ }
+
+ history_add(sprite->history);
+}
+
static void drawMoveButtons(Sprite* sprite)
{
if(hasCanvasSelection(sprite))
@@ -1045,6 +1087,7 @@ 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 drawSpriteTools(Sprite* sprite, s32 x, s32 y)
{
@@ -1108,11 +1151,20 @@ static void drawSpriteTools(Sprite* sprite, s32 x, s32 y)
if(checkMouseDown(&rect, SDL_BUTTON_LEFT)) pushed = true;
if(checkMouseClick(&rect, SDL_BUTTON_LEFT))
+ {
+ if(hasCanvasSelection(sprite))
+ {
+ CanvasToolsFunc[i](sprite);
+ // we have to do this until we deal with rotateSprite for canvas
+ if(i == 2) clearCanvasSelection(sprite);
+ }
+ else
{
SpriteToolsFunc[i](sprite);
clearCanvasSelection(sprite);
}
}
+ }
if(pushed)
{
