UltimateZoneBuilder/Source/Core/Data/PreviewManager.cs
MaxED 447851e457 Added, Textures Browser: redesigned textures list. Textures preview size can now be changed from the Textures Browser window. Folders are now shown in the textures list.
Fixed, Script Editor: Find and Replace window now sets keyboard focus to the input textbox when opening the window/switching between tabs.
Fixed, Nodes Viewer mode: SEGS overflows were not handled, causing a crash. Also extended SEGS limit is now used.
Updated ZDoom_DECORATE.cfg (A_SetSize).
2016-12-22 15:04:40 +00:00

266 lines
6.2 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.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public class PreviewManager
{
#region ================== Constants
// Image format
private const PixelFormat IMAGE_FORMAT = PixelFormat.Format32bppArgb;
// Dimensions of a single preview image
public const int MAX_PREVIEW_SIZE = 256; //mxd
#endregion
#region ================== Variables
// Images
private List<Bitmap> images;
// Processing
private Queue<ImageData> imageque;
private static object syncroot = new object(); //mxd
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
// Disposing
internal bool IsDisposed { get { return isdisposed; } }
// Loading
internal bool IsLoading
{
get
{
return (imageque.Count > 0);
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
internal PreviewManager()
{
// Initialize
images = new List<Bitmap>();
imageque = new Queue<ImageData>();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
foreach(Bitmap b in images) b.Dispose();
images = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Private Methods
// This makes a preview for the given image and updates the image settings
private void MakeImagePreview(ImageData img)
{
lock(img)
{
// Load image if needed
if(!img.IsImageLoaded) img.LoadImage();
int imagewidth, imageheight;
if(!img.LoadFailed)
{
imagewidth = img.Width;
imageheight = img.Height;
}
else
{
Size size = img.GetBitmap().Size; //mxd
imagewidth = size.Width;
imageheight = size.Height;
}
// Determine preview size
float scalex = (img.Width > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imagewidth) : 1.0f;
float scaley = (img.Height > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imageheight) : 1.0f;
float scale = Math.Min(scalex, scaley);
int previewwidth = (int)(imagewidth * scale);
int previewheight = (int)(imageheight * scale);
if(previewwidth < 1) previewwidth = 1;
if(previewheight < 1) previewheight = 1;
// Make new image
Bitmap preview = new Bitmap(previewwidth, previewheight, IMAGE_FORMAT);
Graphics g = Graphics.FromImage(preview);
g.PageUnit = GraphicsUnit.Pixel;
//g.CompositingQuality = CompositingQuality.HighQuality; //mxd
g.InterpolationMode = InterpolationMode.NearestNeighbor;
//g.SmoothingMode = SmoothingMode.HighQuality; //mxd
g.PixelOffsetMode = PixelOffsetMode.None;
//g.Clear(Color.Transparent); //mxd
// Draw image onto atlas
Rectangle atlasrect = new Rectangle(0, 0, previewwidth, previewheight);
RectangleF imgrect = General.MakeZoomedRect(new Size(imagewidth, imageheight), atlasrect);
if(imgrect.Width < 1.0f)
{
imgrect.X -= 0.5f - imgrect.Width * 0.5f;
imgrect.Width = 1.0f;
}
if(imgrect.Height < 1.0f)
{
imgrect.Y -= 0.5f - imgrect.Height * 0.5f;
imgrect.Height = 1.0f;
}
g.DrawImage(img.GetBitmap(), imgrect);
g.Dispose();
// Unload image if no longer needed
if(!img.IsReferenced) img.UnloadImage();
lock(images)
{
// Set numbers
img.PreviewIndex = images.Count;
img.PreviewState = ImageLoadState.Ready;
// Add to previews list
images.Add(preview);
}
}
}
#endregion
#region ================== Public Methods
// This draws a preview centered in a target
internal void DrawPreview(int previewindex, Graphics target, Point targetpos)
{
Bitmap image;
// Get the preview we need
lock(images) { image = images[previewindex]; }
// Adjust offset for the size of the preview image
targetpos.X += (MAX_PREVIEW_SIZE - image.Width) >> 1;
targetpos.Y += (MAX_PREVIEW_SIZE - image.Height) >> 1;
// Draw from atlas to target
lock(syncroot)
{
target.DrawImageUnscaled(image, targetpos.X, targetpos.Y);
}
}
// This returns a copy of the preview
internal Bitmap GetPreviewCopy(int previewindex)
{
Bitmap image;
// Get the preview we need
lock(images) { image = images[previewindex]; }
// Make a copy
lock(syncroot)
{
return new Bitmap(image);
}
}
// Background loading
// Return true when we have more work to do, so that the
// thread will not wait too long before calling again
internal bool BackgroundLoad()
{
// Get next item
ImageData image = null;
lock(imageque)
{
// Fetch next image to process
if(imageque.Count > 0) image = imageque.Dequeue();
}
// Any image to process?
if(image != null)
{
// Make image preview?
if(!image.IsPreviewLoaded) MakeImagePreview(image);
}
return (image != null);
}
// This adds an image for preview creation
internal void AddImage(ImageData image)
{
lock(imageque)
{
// Add to list
image.PreviewState = ImageLoadState.Loading;
imageque.Enqueue(image);
}
}
#if DEBUG
/*internal void DumpAtlases()
{
lock(images)
{
int index = 0;
foreach(Bitmap a in images)
{
lock(a)
{
string file = Path.Combine(General.AppPath, "atlas" + index++ + ".png");
a.Save(file, ImageFormat.Png);
}
}
}
}*/
#endif
#endregion
}
}