implement simple stroke undo based on actions history
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@@ -100,7 +100,7 @@ void ui::Canvas::stroke_draw()
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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@@ -108,6 +108,9 @@ void ui::Canvas::stroke_draw()
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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m_box.xy = glm::min(m_box.xy(), (glm::vec2)tex_pos);
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m_box.zw = glm::max(m_box.zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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@@ -136,7 +139,12 @@ void ui::Canvas::stroke_commit()
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m_dirty = false;
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_box.zw() - m_box.xy();
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auto image = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
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// copy to tmp2 for layer blending
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m_tex2.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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@@ -181,6 +189,15 @@ void ui::Canvas::stroke_commit()
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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// save history
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auto action = new ActionStroke;
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action->m_image = std::move(image);
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action->m_box = m_box;
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action->m_layer_idx = m_current_layer_idx;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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}
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void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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{
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@@ -188,10 +205,11 @@ void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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}
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void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
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{
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m_strokes.emplace_back();
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m_strokes.back().start(brush);
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m_strokes.back().add_point(point, pressure);
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m_current_stroke = &m_strokes.back();
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->start(brush);
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m_current_stroke->add_point(point, pressure);
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m_box = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
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if (m_erase)
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{
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