// TnzLib includes
#include "toonz/stage.h"
#include "toonz/txshsimplelevel.h"
#include "toonz/txshchildlevel.h"
#include "toonz/txshleveltypes.h"
#include "toonz/txsheet.h"
#include "toonz/txshcell.h"
#include "toonz/textureutils.h"
#include "toonz/imagemanager.h"
#include "imagebuilders.h"
#include "toonz/stageplayer.h"
using namespace Stage;
//*****************************************************************************************
// Stage::Player implementation
//*****************************************************************************************
double Player::m_onionSkinFrontSize = 0;
double Player::m_onionSkinBackSize = 0;
double Player::m_firstBackOnionSkin = 0;
double Player::m_lastBackVisibleSkin = 0;
//-----------------------------------------------------------------------------
Stage::Player::Player()
: m_placement()
, m_dpiAff()
, m_z(0)
, m_onionSkinDistance(c_noOnionSkin)
, m_ancestorColumnIndex(-1)
, m_isCurrentColumn(false)
, m_isCurrentXsheetLevel(false)
, m_isEditingLevel(false)
, m_isVisibleinOSM(false)
, m_sl()
, m_xsh()
, m_column(-1)
, m_frame(0)
, m_isPlaying(false)
, m_opacity(255)
, m_bingoOrder(0) {}
//-----------------------------------------------------------------------------
TImageP Stage::Player::image() const {
if (!m_sl) return TImageP();
std::string id = m_sl->getImageId(m_fid);
int slType = m_sl->getType();
if (slType == PLI_XSHLEVEL && TXshSimpleLevel::m_rasterizePli) {
if (!(m_isCurrentColumn && m_isCurrentXsheetLevel)) id = id + "_rasterized";
}
if (TXshSimpleLevel::m_fillFullColorRaster &&
(slType == OVL_XSHLEVEL || slType == TZI_XSHLEVEL))
id = id + "_filled";
ImageLoader::BuildExtData extData(m_sl, m_fid);
return ImageManager::instance()->getImage(id, ImageManager::none, &extData);
}
//-----------------------------------------------------------------------------
DrawableTextureDataP Stage::Player::texture() const {
if (m_sl) {
// Ask the sLevel directly
return texture_utils::getTextureData(
m_sl, m_fid, -1); // -1 stands for 'current subsampling'
}
// The level is supposedly a sub-xsheet one. It means we have to build the
// texture
// by rendering the sub-xsheet.
const TXshCell &cell = m_xsh->getCell(m_frame, m_column);
TXshChildLevel *cl = cell.getChildLevel();
if (!cl) return DrawableTextureDataP(); // Should never happen, though
// Fetch the xsheet data
TXsheet *xsh = cl->getXsheet();
int frame =
cell.getFrameId().getNumber() - 1; // frame 1 internally stands for 0
return texture_utils::getTextureData(xsh, frame);
}