UltimateZoneBuilder/Source/Core/Data/DynamicBitmapImage.cs
MaxED 6b765f5a27 Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
Open Map in Current WAD: resources are now reloaded when current and target map's resources don't match.
Added some boilerplate to UniversalParser and PK3FileImage.
Internal: ImageSelectorControl now has "UsePreviews" property.
Internal: added ConfigurablePictureBox.
Updated ZDoom_DECORATE.cfg.
2014-11-25 11:52:01 +00:00

70 lines
1.5 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.Drawing;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public class DynamicBitmapImage : BitmapImage, ID3DResource
{
#region ================== Variables
#endregion
#region ================== Constructor / Disposer
// Constructor
public DynamicBitmapImage(Bitmap img, string name) : base(img, name)
{
// Initialize
this.UseColorCorrection = false;
this.dynamictexture = true;
// This resource is volatile
General.Map.Graphics.RegisterResource(this);
}
// Disposer
public override void Dispose()
{
General.Map.Graphics.UnregisterResource(this);
base.Dispose();
}
#endregion
#region ================== Methods
// Unload the resource because Direct3D says so
public void UnloadResource()
{
ReleaseTexture();
}
// Reload the resource
public void ReloadResource()
{
CreateTexture();
}
#endregion
}
}