More unification of layers and anim version: toolbars work. You can switch toolbars by right-clicking the icon from status bar: it proposes 'Anim' only while the current image has 1 layer (see Button_toggle_toolbar()). The animation-specific stuff (rendering...) isn't activated yet, see all the NOLAYERS places remaining. Also will need a trick for keyboard shortcuts to work on multiple buttons, and extra code on swap-to-spare, undo, redo, load etc. to sync toolbars with Image_type.
git-svn-id: svn://pulkomandy.tk/GrafX2/trunk@1909 416bcca6-2ee7-4201-b75f-2eb2f807beb1
This commit is contained in:
38
src/init.c
38
src/init.c
@@ -376,14 +376,14 @@ byte Parse_skin(SDL_Surface * gui, T_Gui_skin *gfx)
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return 1;
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if (Read_GUI_block(gfx, gui, cursor_x, cursor_y, gfx->Layerbar_block[0], 144, 10,"layer bar",0))
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return 1;
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cursor_y+= 10;
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cursor_y+= Menu_bars[MENUBAR_LAYERS].Height;
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// Animbar
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if (GUI_seek_down(gui, &cursor_x, &cursor_y, neutral_color, "anim bar"))
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return 1;
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if (Read_GUI_block(gfx, gui, cursor_x, cursor_y, gfx->Animbar_block[0], 236, 14,"anim bar",0))
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return 1;
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cursor_y+= 14;
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cursor_y+= Menu_bars[MENUBAR_ANIMATION].Height;
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// Status bar
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if (GUI_seek_down(gui, &cursor_x, &cursor_y, neutral_color, "status bar"))
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@@ -404,14 +404,14 @@ byte Parse_skin(SDL_Surface * gui, T_Gui_skin *gfx)
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return 1;
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if (Read_GUI_block(gfx, gui, cursor_x, cursor_y, gfx->Layerbar_block[1], 144, 10,"selected layer bar",0))
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return 1;
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cursor_y+= 10;
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cursor_y+= Menu_bars[MENUBAR_LAYERS].Height;
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// Animbar (selected)
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if (GUI_seek_down(gui, &cursor_x, &cursor_y, neutral_color, "selected anim bar"))
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return 1;
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if (Read_GUI_block(gfx, gui, cursor_x, cursor_y, gfx->Animbar_block[1], 236, 14,"selected anim bar",0))
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return 1;
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cursor_y+= 14;
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cursor_y+= Menu_bars[MENUBAR_ANIMATION].Height;
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// Status bar (selected)
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if (GUI_seek_down(gui, &cursor_x, &cursor_y, neutral_color, "selected status bar"))
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@@ -1205,7 +1205,7 @@ void Init_buttons(void)
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FAMILY_INSTANT);
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// Layer bar
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#ifndef NOLAYERS
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Init_button(BUTTON_LAYER_MENU,
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"Layers manager ",
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0,0,
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@@ -1278,9 +1278,10 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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#else
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// Anim bar
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Init_button(BUTTON_LAYER_MENU,
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Init_button(BUTTON_LAYER_MENU2,
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"Layers manager ",
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0,0,
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44,13,
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@@ -1334,8 +1335,8 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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Init_button(BUTTON_LAYER_ADD,
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"Add layer ",
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Init_button(BUTTON_ANIM_ADD_FRAME,
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"Add frame ",
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177,0,
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13,13,
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BUTTON_SHAPE_RECTANGLE,
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@@ -1343,8 +1344,8 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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Init_button(BUTTON_LAYER_REMOVE,
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"Drop layer ",
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Init_button(BUTTON_ANIM_REMOVE_FRAME,
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"Drop frame ",
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191,0,
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13,13,
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BUTTON_SHAPE_RECTANGLE,
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@@ -1352,8 +1353,8 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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Init_button(BUTTON_LAYER_DOWN,
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"Lower layer ",
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Init_button(BUTTON_ANIM_DOWN_FRAME,
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"Move frame back ",
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205,0,
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13,13,
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BUTTON_SHAPE_RECTANGLE,
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@@ -1361,8 +1362,8 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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Init_button(BUTTON_LAYER_UP,
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"Raise layer ",
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Init_button(BUTTON_ANIM_UP_FRAME,
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"Move frame forwards ",
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219,0,
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13,13,
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BUTTON_SHAPE_RECTANGLE,
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@@ -1370,7 +1371,7 @@ void Init_buttons(void)
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0,0,
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Do_nothing,
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FAMILY_INSTANT);
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#endif
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// Status bar
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Init_button(BUTTON_HIDE,
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"Hide toolbars / Select ",
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@@ -2868,11 +2869,8 @@ void Set_current_skin(const char *skinfile, T_Gui_skin *gfx)
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for (i=0; i<3; i++)
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{
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Menu_bars[MENUBAR_TOOLS ].Skin[i] = (byte*)&(gfx->Menu_block[i]);
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#ifndef NOLAYERS
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Menu_bars[MENUBAR_LAYERS].Skin[i] = (byte*)&(gfx->Layerbar_block[i]);
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#else
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Menu_bars[MENUBAR_LAYERS].Skin[i] = (byte*)&(gfx->Animbar_block[i]);
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#endif
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Menu_bars[MENUBAR_ANIMATION].Skin[i] = (byte*)&(gfx->Animbar_block[i]);
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Menu_bars[MENUBAR_STATUS].Skin[i] = (byte*)&(gfx->Statusbar_block[i]);
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}
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}
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