UltimateZoneBuilder/Source/Data/ImageData.cs
codeimp 1dad4b68c6 - change a lot in the resources system
- fixed memory leak in PixelColorBlock
- several small changes and bugfixes
2008-09-28 21:20:56 +00:00

352 lines
9.6 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Drawing;
using SlimDX.Direct3D9;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.IO;
using System.IO;
using System.Windows.Forms;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public abstract unsafe class ImageData
{
#region ================== Constants
#endregion
#region ================== Variables
// Properties
private string name;
private long longname;
protected int width;
protected int height;
protected float scaledwidth;
protected float scaledheight;
protected bool usecolorcorrection;
// Loading
private volatile ImageLoadState previewstate;
private volatile ImageLoadState imagestate;
private volatile int previewindex;
protected volatile bool loadfailed;
// References
private volatile bool usedinmap;
private volatile int references;
// GDI bitmap
protected Bitmap bitmap;
// Direct3D texture
private int mipmaplevels = 0; // 0 = all mipmaps
private Texture texture;
// Disposing
protected bool isdisposed = false;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public long LongName { get { return longname; } }
public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
//public Bitmap Bitmap { get { lock(this) { if(bitmap != null) return new Bitmap(bitmap); else return CodeImp.DoomBuilder.Properties.Resources.Hourglass; } } }
public Bitmap Bitmap { get { lock(this) { if(bitmap != null) return bitmap; else return CodeImp.DoomBuilder.Properties.Resources.Hourglass; } } }
public Texture Texture { get { lock(this) { return texture; } } }
public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
public bool LoadFailed { get { return loadfailed; } }
public bool IsDisposed { get { return isdisposed; } }
public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
public bool IsReferenced { get { return (references > 0) || usedinmap; } }
public bool UsedInMap { get { return usedinmap; } }
public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
public int Width { get { return width; } }
public int Height { get { return height; } }
internal int PreviewIndex { get { return previewindex; } set { previewindex = value; } }
public float ScaledWidth { get { return scaledwidth; } }
public float ScaledHeight { get { return scaledheight; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ImageData()
{
// We have no destructor
GC.SuppressFinalize(this);
// Defaults
usecolorcorrection = true;
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
lock(this)
{
// Clean up
if(bitmap != null) bitmap.Dispose();
if(texture != null) texture.Dispose();
bitmap = null;
texture = null;
// Done
usedinmap = false;
references = 0;
imagestate = ImageLoadState.None;
previewstate = ImageLoadState.None;
isdisposed = true;
}
}
}
#endregion
#region ================== Management
// This sets the status of the texture usage in the map
internal void SetUsedInMap(bool used)
{
if(used != usedinmap)
{
usedinmap = used;
General.Map.Data.ProcessImage(this);
}
}
// This adds a reference
public void AddReference()
{
references++;
if(references == 1) General.Map.Data.ProcessImage(this);
}
// This removes a reference
public void RemoveReference()
{
references--;
if(references < 0) General.Fail("FAIL! (references < 0)", "Somewhere this image is dereferenced more than it was referenced.");
if(references == 0) General.Map.Data.ProcessImage(this);
}
// This sets the name
protected void SetName(string name)
{
this.name = name;
this.longname = Lump.MakeLongName(name);
}
// This unloads the image
public virtual void UnloadImage()
{
lock(this)
{
if(bitmap != null) bitmap.Dispose();
bitmap = null;
imagestate = ImageLoadState.None;
}
}
// This requests loading the image
public virtual void LoadImage()
{
BitmapData bmpdata = null;
lock(this)
{
// Bitmap loaded successfully?
if(bitmap != null)
{
// This applies brightness correction on the image
if(usecolorcorrection)
{
try
{
// Try locking the bitmap
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.WriteLogLine("ERROR: Cannot lock image '" + name + "' for color correction. " + e.GetType().Name + ": " + e.Message);
}
// Bitmap locked?
if(bmpdata != null)
{
// Apply color correction
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
General.Colors.ApplColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
bitmap.UnlockBits(bmpdata);
}
}
}
else
{
// Loading failed
// We still mark the image as ready so that it will
// not try loading again until Reload Resources is used
loadfailed = true;
bitmap = new Bitmap(Properties.Resources.Failed);
width = bitmap.Size.Width;
height = bitmap.Size.Height;
}
// Image is ready
imagestate = ImageLoadState.Ready;
}
}
// This creates the Direct3D texture
internal virtual void CreateTexture()
{
MemoryStream memstream;
lock(this)
{
// Only do this when texture is not created yet
if(((texture == null) || (texture.Disposed)) && this.IsImageLoaded)
{
Image img = bitmap;
if(loadfailed) img = Properties.Resources.Failed;
// Write to memory stream and read from memory
memstream = new MemoryStream();
img.Save(memstream, ImageFormat.Bmp);
memstream.Seek(0, SeekOrigin.Begin);
texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
img.Size.Width, img.Size.Height, mipmaplevels, Usage.None, Format.Unknown,
Pool.Managed, Filter.Box, Filter.Box, 0);
memstream.Dispose();
}
}
}
// This destroys the Direct3D texture
internal void ReleaseTexture()
{
lock(this)
{
// Trash it
if(texture != null) texture.Dispose();
texture = null;
}
}
// This draws a preview
public virtual void DrawPreviewCentered(Graphics target, Rectangle targetview)
{
lock(this)
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Draw preview
General.Map.Data.Previews.DrawPreviewCentered(previewindex, target, targetview);
}
// Loading failed?
else if(loadfailed)
{
// Draw error bitmap
RectangleF targetpos = General.MakeZoomedRect(Properties.Resources.Failed.Size, targetview);
target.DrawImage(Properties.Resources.Hourglass, targetpos.Location);
}
else
{
// Draw loading bitmap
RectangleF targetpos = General.MakeZoomedRect(Properties.Resources.Hourglass.Size, targetview);
target.DrawImage(Properties.Resources.Hourglass, targetpos.Location);
}
}
}
// This draws a preview
public virtual void DrawPreview(Graphics target, Point targetpos)
{
lock(this)
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Draw preview
General.Map.Data.Previews.DrawPreview(previewindex, target, targetpos);
}
// Loading failed?
else if(loadfailed)
{
// Draw error bitmap
target.DrawImageUnscaled(Properties.Resources.Failed, targetpos);
}
else
{
// Draw loading bitmap
target.DrawImageUnscaled(Properties.Resources.Hourglass, targetpos);
}
}
}
// This returns a preview image
public virtual Image GetPreview()
{
lock(this)
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Make a bitmap and return it
Bitmap bmp = new Bitmap(PreviewManager.IMAGE_WIDTH, PreviewManager.IMAGE_HEIGHT);
Graphics g = Graphics.FromImage(bmp);
g.Clear(Color.Transparent);
General.Map.Data.Previews.DrawPreview(previewindex, g, new Point(0, 0));
g.Dispose();
return bmp;
}
// Loading failed?
else if(loadfailed)
{
// Return error bitmap
return Properties.Resources.Failed;
}
else
{
// Return loading bitmap
return Properties.Resources.Hourglass;
}
}
}
#endregion
}
}