Enable horizontal or vertical flipping of a sprite selection
Solves part of the issue https://github.com/nesbox/TIC-80/issues/103
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parent
424f47d8d4
commit
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58
src/sprite.c
58
src/sprite.c
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@ -469,6 +469,48 @@ static void deleteCanvas(Sprite* sprite)
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history_add(sprite->history);
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}
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static void flipCanvasHorz(Sprite* sprite)
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{
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SDL_Rect* rect = &sprite->select.rect;
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s32 sprite_x = getIndexPosX(sprite);
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s32 sprite_y = getIndexPosY(sprite);
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s32 right = sprite_x + rect->x + rect->w/2;
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s32 bottom = sprite_y + rect->y + rect->h;
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for(s32 y = sprite_y + rect->y; y < bottom; y++)
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for(s32 x = sprite_x + rect->x, i = sprite_x + rect->x + rect->w - 1; x < right; x++, i--)
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{
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u8 color = getSheetPixel(sprite, x, y);
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setSheetPixel(sprite, x, y, getSheetPixel(sprite, i, y));
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setSheetPixel(sprite, i, y, color);
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}
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history_add(sprite->history);
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}
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static void flipCanvasVert(Sprite* sprite)
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{
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SDL_Rect* rect = &sprite->select.rect;
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s32 sprite_x = getIndexPosX(sprite);
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s32 sprite_y = getIndexPosY(sprite);
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s32 right = sprite_x + rect->x + rect->w;
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s32 bottom = sprite_y + rect->y + rect->h/2;
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for(s32 y = sprite_y + rect->y, i = sprite_y + rect->y + rect->h - 1; y < bottom; y++, i--)
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for(s32 x = sprite_x + rect->x; x < right; x++)
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{
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u8 color = getSheetPixel(sprite, x, y);
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setSheetPixel(sprite, x, y, getSheetPixel(sprite, x, i));
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setSheetPixel(sprite, x, i, color);
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}
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history_add(sprite->history);
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}
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static void drawMoveButtons(Sprite* sprite)
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{
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if(hasCanvasSelection(sprite))
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@ -1045,6 +1087,7 @@ static void deleteSprite(Sprite* sprite)
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}
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static void(* const SpriteToolsFunc[])(Sprite*) = {flipSpriteHorz, flipSpriteVert, rotateSprite, deleteSprite};
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static void(* const CanvasToolsFunc[])(Sprite*) = {flipCanvasHorz, flipCanvasVert, rotateSprite, deleteCanvas};
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static void drawSpriteTools(Sprite* sprite, s32 x, s32 y)
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{
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@ -1108,9 +1151,18 @@ static void drawSpriteTools(Sprite* sprite, s32 x, s32 y)
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if(checkMouseDown(&rect, SDL_BUTTON_LEFT)) pushed = true;
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if(checkMouseClick(&rect, SDL_BUTTON_LEFT))
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{
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SpriteToolsFunc[i](sprite);
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clearCanvasSelection(sprite);
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{
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if(hasCanvasSelection(sprite))
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{
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CanvasToolsFunc[i](sprite);
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// we have to do this until we deal with rotateSprite for canvas
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if(i == 2) clearCanvasSelection(sprite);
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}
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else
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{
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SpriteToolsFunc[i](sprite);
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clearCanvasSelection(sprite);
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}
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}
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}
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