mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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648 lines
22 KiB
C#
Executable file
648 lines
22 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public abstract unsafe class ImageData : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Properties
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protected string name;
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protected long longname;
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protected int width;
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protected int height;
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protected Vector2D scale;
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protected bool worldpanning;
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private bool usecolorcorrection;
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protected string filepathname; //mxd. Absolute path to the image;
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protected string shortname; //mxd. Name in uppercase and clamped to DataManager.CLASIC_IMAGE_NAME_LENGTH
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protected string virtualname; //mxd. Path of this name is used in TextureBrowserForm
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protected string displayname; //mxd. Name to display in TextureBrowserForm
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protected bool isFlat; //mxd. If false, it's a texture
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protected bool istranslucent; //mxd. If true, has pixels with alpha > 0 && < 255
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protected bool ismasked; //mxd. If true, has pixels with zero alpha
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protected bool hasLongName; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH
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protected bool hasPatchWithSameName; //mxd
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protected int namewidth; // biwa
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protected int shortnamewidth; // biwa
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//mxd. Hashing
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private static int hashcounter;
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private readonly int hashcode;
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// Loading
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private ImageLoadState previewstate;
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private ImageLoadState imagestate;
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private bool loadfailed;
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// GDI bitmap
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private Bitmap bitmap;
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private Bitmap previewbitmap;
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// Direct3D texture
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private int mipmaplevels; // 0 = all mipmaps
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protected bool dynamictexture;
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private Texture texture;
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// Disposing
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protected bool isdisposed;
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#endregion
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#region ================== Properties
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public string Name { get { return name; } }
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public long LongName { get { return longname; } }
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public string ShortName { get { return shortname; } } //mxd
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public string FilePathName { get { return filepathname; } } //mxd
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public string VirtualName { get { return virtualname; } } //mxd
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public string DisplayName { get { return displayname; } } //mxd
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public bool IsFlat { get { return isFlat; } } //mxd
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public bool IsTranslucent { get { return istranslucent; } } //mxd
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public bool IsMasked { get { return ismasked; } } //mxd
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public bool HasPatchWithSameName { get { return hasPatchWithSameName; } } //mxd
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internal bool HasLongName { get { return hasLongName; } } //mxd
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public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
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public Texture Texture { get { return GetTexture(); } }
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public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
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public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
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public bool LoadFailed { get { return loadfailed; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool AllowUnload { get; set; }
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public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
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public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
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public bool UsedInMap { get; internal set; }
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public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
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public virtual int Width { get { return width; } }
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public virtual int Height { get { return height; } }
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//mxd. Scaled texture size is integer in ZDoom.
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public virtual float ScaledWidth { get { return (float)Math.Round(width * scale.x); } }
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public virtual float ScaledHeight { get { return (float)Math.Round(height * scale.y); } }
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public virtual Vector2D Scale { get { return scale; } }
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public bool WorldPanning { get { return worldpanning; } }
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public int NameWidth { get { return namewidth; } } // biwa
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public int ShortNameWidth { get { return shortnamewidth; } } // biwa
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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protected ImageData()
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{
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// Defaults
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usecolorcorrection = true;
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AllowUnload = true;
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//mxd. Hashing
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hashcode = hashcounter++;
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}
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// Destructor
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~ImageData()
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{
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this.Dispose();
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}
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// Disposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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bitmap?.Dispose();
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texture?.Dispose();
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bitmap = null;
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texture = null;
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// Done
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imagestate = ImageLoadState.None;
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previewstate = ImageLoadState.None;
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Management
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// This adds a reference
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// This sets the name
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protected virtual void SetName(string name)
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{
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this.name = name;
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this.filepathname = name; //mxd
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this.shortname = name; //mxd
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this.virtualname = name; //mxd
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this.displayname = name; //mxd
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this.longname = Lump.MakeLongName(name); //mxd
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ComputeNamesWidth(); // biwa
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}
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// biwa. Computing the widths in the constructor of ImageBrowserItem accumulates to taking forever when loading many images,
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// like when showing the texture browser of huge texture sets like OTEX
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internal void ComputeNamesWidth()
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{
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//mxd. Calculate names width
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namewidth = (int)Math.Ceiling(General.Interface.MeasureString(name, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
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shortnamewidth = (int)Math.Ceiling(General.Interface.MeasureString(shortname, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
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}
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// This returns the bitmap image
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public Bitmap GetBitmap()
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{
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// Image loaded successfully?
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if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null))
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return bitmap;
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// Image loading failed?
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return (loadfailed ? Properties.Resources.Failed : Properties.Resources.Hourglass);
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}
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// Loads the image directly. This is needed by the background loader for some patches.
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public Bitmap LocalGetBitmap()
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{
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// Note: if this turns out to be too slow, do NOT try to make it use GetBitmap or bitmap.
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// Create a cache for the local background loader thread instead.
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LocalLoadResult result = LocalLoadImage();
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if (result.messages.Any(x => x.Type == ErrorType.Error))
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{
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return Properties.Resources.Failed;
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}
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ConvertImageFormat(result);
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return result.bitmap;
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}
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public void LoadImage()
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{
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LoadImage(true);
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}
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// This loads the image
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public virtual void LoadImage(bool notify)
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{
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if (imagestate == ImageLoadState.Ready && previewstate != ImageLoadState.Loading)
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return;
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// Do the loading
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LocalLoadResult loadResult = LocalLoadImage();
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ConvertImageFormat(loadResult);
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MakeImagePreview(loadResult);
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// Save memory by disposing the original image immediately if we only used it to load a preview image
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bool onlyPreview = false;
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if (imagestate == ImageLoadState.Ready)
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{
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loadResult.bitmap?.Dispose();
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onlyPreview = true;
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}
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General.MainWindow.RunOnUIThread(() =>
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{
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if (imagestate != ImageLoadState.Ready && !onlyPreview)
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{
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// Log errors and warnings
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foreach (LogMessage message in loadResult.messages)
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{
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General.ErrorLogger.Add(message.Type, message.Text);
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}
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if (loadResult.messages.Any(x => x.Type == ErrorType.Error))
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{
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loadfailed = true;
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}
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bitmap?.Dispose();
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texture?.Dispose();
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imagestate = ImageLoadState.Ready;
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bitmap = loadResult.bitmap;
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if (loadResult.uiThreadWork != null)
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loadResult.uiThreadWork();
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}
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else
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{
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loadResult.bitmap?.Dispose();
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}
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if (previewstate == ImageLoadState.Loading)
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{
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previewbitmap?.Dispose();
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previewstate = ImageLoadState.Ready;
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previewbitmap = loadResult.preview;
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}
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else
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{
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loadResult.preview?.Dispose();
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}
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});
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// Notify the main thread about the change so that sectors can update their buffers
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if (notify) General.MainWindow.ImageDataLoaded(this.name);
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}
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protected class LocalLoadResult
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{
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public LocalLoadResult(Bitmap bitmap, string error = null, Action uiThreadWork = null)
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{
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this.bitmap = bitmap;
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messages = new List<LogMessage>();
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if (error != null)
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messages.Add(new LogMessage(ErrorType.Error, error));
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this.uiThreadWork = uiThreadWork;
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}
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public LocalLoadResult(Bitmap bitmap, IEnumerable<LogMessage> messages, Action uiThreadWork = null)
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{
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this.bitmap = bitmap;
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this.messages = messages.ToList();
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this.uiThreadWork = uiThreadWork;
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}
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public Bitmap bitmap;
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public Bitmap preview;
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public List<LogMessage> messages;
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public Action uiThreadWork;
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}
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protected abstract LocalLoadResult LocalLoadImage();
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protected class LogMessage
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{
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public LogMessage(ErrorType type, string text) { Type = type; Text = text; }
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public ErrorType Type { get; set; }
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public string Text { get; set; }
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}
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void ConvertImageFormat(LocalLoadResult loadResult)
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{
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// Bitmap loaded successfully?
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Bitmap bitmap = loadResult.bitmap;
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if(bitmap != null)
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{
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// Bitmap has incorrect format?
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if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
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{
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if(dynamictexture)
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throw new Exception("Dynamic images must be in 32 bits ARGB format.");
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//General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed.");
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Bitmap oldbitmap = bitmap;
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try
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{
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// Convert to desired pixel format
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bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb);
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Graphics g = Graphics.FromImage(bitmap);
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g.PageUnit = GraphicsUnit.Pixel;
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g.CompositingQuality = CompositingQuality.HighQuality;
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g.InterpolationMode = InterpolationMode.NearestNeighbor;
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g.SmoothingMode = SmoothingMode.None;
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g.PixelOffsetMode = PixelOffsetMode.None;
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g.Clear(Color.Transparent);
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g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height);
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g.Dispose();
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oldbitmap.Dispose();
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}
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catch(Exception e)
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{
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bitmap = oldbitmap;
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loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
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}
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}
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// This applies brightness correction on the image
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if(usecolorcorrection)
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{
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BitmapData bmpdata = null;
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try
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{
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// Try locking the bitmap
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
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}
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// Bitmap locked?
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if(bmpdata != null)
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{
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// Apply color correction
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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General.Colors.ApplyColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
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bitmap.UnlockBits(bmpdata);
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}
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}
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}
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else
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{
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// Loading failed
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// We still mark the image as ready so that it will
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// not try loading again until Reload Resources is used
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bitmap = new Bitmap(Properties.Resources.Failed);
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}
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if(bitmap != null)
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{
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width = bitmap.Size.Width;
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height = bitmap.Size.Height;
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if(dynamictexture)
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{
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if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height)))
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throw new Exception("Dynamic images must have a size in powers of 2.");
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}
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// Do we still have to set a scale?
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if((scale.x == 0.0f) && (scale.y == 0.0f))
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{
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if((General.Map != null) && (General.Map.Config != null))
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{
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scale.x = General.Map.Config.DefaultTextureScale;
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scale.y = General.Map.Config.DefaultTextureScale;
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}
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else
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{
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scale.x = 1.0f;
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scale.y = 1.0f;
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}
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}
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if(!loadfailed)
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{
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//mxd. Check translucency and calculate average color?
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if(General.Map != null && General.Map.Data != null && General.Map.Data.GlowingFlats != null &&
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General.Map.Data.GlowingFlats.ContainsKey(longname) &&
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General.Map.Data.GlowingFlats[longname].CalculateTextureColor)
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for glow color calculation. " + e.GetType().Name + ": " + e.Message));
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}
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if(bmpdata != null)
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{
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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int numpixels = bmpdata.Width * bmpdata.Height;
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uint r = 0;
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uint g = 0;
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uint b = 0;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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r += cp->r;
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g += cp->g;
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b += cp->b;
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// Also check alpha
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if(cp->a > 0 && cp->a < 255) istranslucent = true;
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else if(cp->a == 0) ismasked = true;
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}
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// Update glow data
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int br = (int)(r / numpixels);
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int bg = (int)(g / numpixels);
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int bb = (int)(b / numpixels);
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int max = Math.Max(br, Math.Max(bg, bb));
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// Black can't glow...
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if(max == 0)
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{
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General.Map.Data.GlowingFlats.Remove(longname);
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}
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else
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{
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// That's how it's done in GZDoom (and I may be totally wrong about this)
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br = Math.Min(255, br * 153 / max);
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bg = Math.Min(255, bg * 153 / max);
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bb = Math.Min(255, bb * 153 / max);
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General.Map.Data.GlowingFlats[longname].Color = new PixelColor(255, (byte)br, (byte)bg, (byte)bb);
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General.Map.Data.GlowingFlats[longname].CalculateTextureColor = false;
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if(!General.Map.Data.GlowingFlats[longname].Fullbright) General.Map.Data.GlowingFlats[longname].Brightness = (br + bg + bb) / 3;
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}
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// Release the data
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bitmap.UnlockBits(bmpdata);
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}
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}
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//mxd. Check if the texture is translucent
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else
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for translucency check. " + e.GetType().Name + ": " + e.Message));
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}
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if(bmpdata != null)
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{
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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int numpixels = bmpdata.Width * bmpdata.Height;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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// Check alpha
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if(cp->a > 0 && cp->a < 255) istranslucent = true;
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else if(cp->a == 0) ismasked = true;
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}
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// Release the data
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bitmap.UnlockBits(bmpdata);
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}
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}
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}
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}
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loadResult.bitmap = bitmap;
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}
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// Dimensions of a single preview image
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const int MAX_PREVIEW_SIZE = 256; //mxd
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// This makes a preview for the given image and updates the image settings
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private void MakeImagePreview(LocalLoadResult loadResult)
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{
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if (loadResult.bitmap == null)
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return;
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Bitmap image = loadResult.bitmap;
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Bitmap preview;
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int imagewidth = image.Width;
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int imageheight = image.Height;
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// Determine preview size
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float scalex = (imagewidth > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imagewidth) : 1.0f;
|
|
float scaley = (imageheight > 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;
|
|
|
|
//mxd. Expected and actual image sizes and format match?
|
|
if (previewwidth == imagewidth && previewheight == imageheight && image.PixelFormat == PixelFormat.Format32bppArgb)
|
|
{
|
|
preview = new Bitmap(image);
|
|
}
|
|
else
|
|
{
|
|
// Make new image
|
|
preview = new Bitmap(previewwidth, previewheight, PixelFormat.Format32bppArgb);
|
|
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(image, imgrect);
|
|
g.Dispose();
|
|
}
|
|
|
|
loadResult.preview = preview;
|
|
}
|
|
|
|
Texture GetTexture()
|
|
{
|
|
if (texture != null)
|
|
return texture;
|
|
else if (imagestate == ImageLoadState.Loading)
|
|
return General.Map.Data.LoadingTexture;
|
|
else if (loadfailed)
|
|
return General.Map.Data.FailedTexture;
|
|
|
|
if (imagestate == ImageLoadState.None)
|
|
{
|
|
General.Map.Data.QueueLoadImage(this);
|
|
return General.Map.Data.LoadingTexture;
|
|
}
|
|
|
|
texture = new Texture(General.Map.Graphics, bitmap);
|
|
|
|
if (dynamictexture)
|
|
{
|
|
if ((width != texture.Width) || (height != texture.Height))
|
|
throw new Exception("Could not create a texture with the same size as the image.");
|
|
}
|
|
|
|
#if DEBUG
|
|
texture.Tag = name; //mxd. Helps with tracking undisposed resources...
|
|
#endif
|
|
return texture;
|
|
}
|
|
|
|
// This updates a dynamic texture
|
|
public void UpdateTexture()
|
|
{
|
|
if(!dynamictexture)
|
|
throw new Exception("The image must be a dynamic image to support direct updating.");
|
|
|
|
if((texture != null) && !texture.Disposed)
|
|
{
|
|
General.Map.Graphics.SetPixels(texture, bitmap);
|
|
}
|
|
}
|
|
|
|
// This destroys the Direct3D texture
|
|
public void ReleaseTexture()
|
|
{
|
|
texture?.Dispose();
|
|
texture = null;
|
|
}
|
|
|
|
// This returns a preview image
|
|
public virtual Image GetPreview()
|
|
{
|
|
// Preview ready?
|
|
if(previewstate == ImageLoadState.Ready)
|
|
{
|
|
// Make a copy
|
|
return new Bitmap(previewbitmap);
|
|
}
|
|
|
|
// Loading failed?
|
|
if(loadfailed)
|
|
{
|
|
// Return error bitmap
|
|
return Properties.Resources.Failed;
|
|
}
|
|
|
|
// Return loading bitmap
|
|
return Properties.Resources.Hourglass;
|
|
}
|
|
|
|
//mxd. This greatly speeds up Dictionary lookups
|
|
public override int GetHashCode()
|
|
{
|
|
return hashcode;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|