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@ modified constructor usage of ResourceImage class for more versatile use
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commit
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4 changed files with 24 additions and 13 deletions
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@ -147,19 +147,19 @@ namespace CodeImp.DoomBuilder.Data
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GC.SuppressFinalize(this);
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// Load special images
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missingtexture3d = new ResourceImage("MissingTexture3D.png");
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missingtexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingTexture3D.png");
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missingtexture3d.LoadImage();
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unknowntexture3d = new ResourceImage("UnknownTexture3D.png");
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unknowntexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownTexture3D.png");
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unknowntexture3d.LoadImage();
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hourglass3d = new ResourceImage("Hourglass3D.png");
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hourglass3d = new ResourceImage("CodeImp.DoomBuilder.Resources.Hourglass3D.png");
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hourglass3d.LoadImage();
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crosshair = new ResourceImage("Crosshair.png");
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crosshair = new ResourceImage("CodeImp.DoomBuilder.Resources.Crosshair.png");
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crosshair.LoadImage();
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crosshairbusy = new ResourceImage("CrosshairBusy.png");
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crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png");
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crosshairbusy.LoadImage();
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thingbox = new ResourceImage("ThingBox.png");
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thingbox = new ResourceImage("CodeImp.DoomBuilder.Resources.ThingBox.png");
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thingbox.LoadImage();
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whitetexture = new ResourceImage("White.png");
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png");
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whitetexture.UseColorCorrection = false;
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whitetexture.LoadImage();
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whitetexture.CreateTexture();
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@ -1091,14 +1091,14 @@ namespace CodeImp.DoomBuilder.Data
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// Add some internal resources
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if(!internalsprites.ContainsKey("nothing"))
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{
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ImageData img = new ResourceImage("Nothing.png");
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ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png");
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img.LoadImage();
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internalsprites.Add("nothing", img);
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}
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if(!internalsprites.ContainsKey("unknownthing"))
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{
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ImageData img = new ResourceImage("UnknownThing.png");
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ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png");
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img.LoadImage();
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internalsprites.Add("unknownthing", img);
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}
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@ -20,6 +20,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Reflection;
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using System.Text;
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using System.Drawing;
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using System.Drawing.Imaging;
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@ -33,16 +34,26 @@ namespace CodeImp.DoomBuilder.Data
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{
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public class ResourceImage : ImageData
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{
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#region ================== Variables
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// Image source
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private Assembly assembly;
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private string resourcename;
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ResourceImage(string resourcename)
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{
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// Initialize
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this.assembly = Assembly.GetCallingAssembly();
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this.resourcename = resourcename;
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SetName(resourcename);
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// Temporarily load resource from memory
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Stream bitmapdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + Name);
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Stream bitmapdata = assembly.GetManifestResourceStream(resourcename);
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Bitmap bmp = (Bitmap)Image.FromStream(bitmapdata);
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// Get width and height from image
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@ -74,7 +85,7 @@ namespace CodeImp.DoomBuilder.Data
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// because the resources this loads are in the assembly.
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// Get resource from memory
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bitmapdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + Name);
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bitmapdata = assembly.GetManifestResourceStream(resourcename);
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if(bitmap != null) bitmap.Dispose();
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bitmap = (Bitmap)Image.FromStream(bitmapdata);
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bitmapdata.Dispose();
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@ -319,7 +319,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// Font
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postfilter = Filter.Box;
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font = new TextFont();
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fonttexture = new ResourceImage("Font.png");
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fonttexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Font.png");
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fonttexture.LoadImage();
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fonttexture.MipMapLevels = 2;
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fonttexture.CreateTexture();
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@ -154,7 +154,7 @@ namespace CodeImp.DoomBuilder.Rendering
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thingtexture = new ResourceImage[NUM_THING_TEXTURES];
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for(int i = 0; i < NUM_THING_TEXTURES; i++)
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{
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thingtexture[i] = new ResourceImage("Thing2D_" + i.ToString(CultureInfo.InvariantCulture) + ".png");
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thingtexture[i] = new ResourceImage("CodeImp.DoomBuilder.Resources.Thing2D_" + i.ToString(CultureInfo.InvariantCulture) + ".png");
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thingtexture[i].UseColorCorrection = false;
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thingtexture[i].LoadImage();
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thingtexture[i].CreateTexture();
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