UltimateZoneBuilder/Source/Core/Data/ResourceImage.cs
MaxED 8a0ca0e650 Visual mode: added "Auto-align Textures to Selection (X)", "Auto-align Textures to Selection (Y)" and "Auto-align Textures to Selection (X and Y)" actions.
"Snap Map Elements to Grid" mode now tries to fix invalid geometry after vertex snapping.
Vertices mode: in some cases not all vertices were removed when deleting vertices.
Removed "Load GZDoom light definitions" from preferences. If you want to use GZDoom's GLDEFS definitions, add "lights.pk3" as a resource.
Visual mode: fixed a crash when toggling GZDoom Geometry Effects (Tab)
Fixed sector bounding box calculation error.
Renamed "Edit -> Grid Setup..." to "Edit -> Grid and Backdrop Setup..."
Updated documentation
2013-09-03 09:34:28 +00:00

99 lines
2.2 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.Reflection;
using System.Drawing;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public class ResourceImage : ImageData
{
#region ================== Variables
// Image source
private Assembly assembly;
private string resourcename;
#endregion
#region ================== Constructor / Disposer
// Constructor
public ResourceImage(string resourcename)
{
// Initialize
this.assembly = Assembly.GetCallingAssembly();
this.resourcename = resourcename;
this.AllowUnload = false;
SetName(resourcename);
// Temporarily load resource from memory
Stream bitmapdata = assembly.GetManifestResourceStream(resourcename);
Bitmap bmp = (Bitmap)Image.FromStream(bitmapdata);
// Get width and height from image
width = bmp.Size.Width;
height = bmp.Size.Height;
scale.x = 1.0f;
scale.y = 1.0f;
// Done
bmp.Dispose();
bitmapdata.Dispose();
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This loads the image
protected override void LocalLoadImage()
{
Stream bitmapdata;
lock(this)
{
// No failure checking here. If anything fails here, it is not the user's fault,
// because the resources this loads are in the assembly.
// Get resource from memory
bitmapdata = assembly.GetManifestResourceStream(resourcename);
if(bitmap != null) bitmap.Dispose();
bitmap = (Bitmap)Image.FromStream(bitmapdata);
bitmapdata.Dispose();
// Pass on to base
base.LocalLoadImage();
}
}
//mxd
public override Image GetPreview() {
return base.GetBitmap();
}
#endregion
}
}