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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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50b9765377
- Camera offsets in Visual Modes now changeable in Game Configurations (default is Doom's camera position) @ Some other stuff dealing with the new dockers I forgot what it's for.
100 lines
2.3 KiB
C#
100 lines
2.3 KiB
C#
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Reflection;
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using System.Text;
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using System.Drawing;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public class ResourceImage : ImageData
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{
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#region ================== Variables
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// Image source
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private Assembly assembly;
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private string resourcename;
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ResourceImage(string resourcename)
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{
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// Initialize
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this.assembly = Assembly.GetCallingAssembly();
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this.resourcename = resourcename;
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SetName(resourcename);
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// Temporarily load resource from memory
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Stream bitmapdata = assembly.GetManifestResourceStream(resourcename);
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Bitmap bmp = (Bitmap)Image.FromStream(bitmapdata);
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// Get width and height from image
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width = bmp.Size.Width;
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height = bmp.Size.Height;
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scale.x = 1.0f;
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scale.y = 1.0f;
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// Done
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bmp.Dispose();
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bitmapdata.Dispose();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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// This loads the image
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protected override void LocalLoadImage()
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{
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Stream bitmapdata;
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lock(this)
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{
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// No failure checking here. I anything fails here, it is not the user's fault,
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// because the resources this loads are in the assembly.
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// Get resource from memory
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bitmapdata = assembly.GetManifestResourceStream(resourcename);
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if(bitmap != null) bitmap.Dispose();
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bitmap = (Bitmap)Image.FromStream(bitmapdata);
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bitmapdata.Dispose();
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// Pass on to base
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base.LocalLoadImage();
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}
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}
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#endregion
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}
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}
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