UltimateZoneBuilder/Source/Core/Data/ResourceImage.cs
biwa 4389870162
Sound Propagation Mode: added sound leak finder (#944)
In Sound Propagation Mode you can set the start (default: Shift+S) and end (default: Shift+E) sectors between which a path the sound can travel will be found and displayed.
2023-08-13 21:19:25 +02:00

93 lines
2.3 KiB
C#
Executable file

#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 readonly Assembly assembly;
private readonly 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();
LoadImageNow();
}
#endregion
#region ================== Methods
// This loads the image
protected override LocalLoadResult LocalLoadImage()
{
// 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
Stream bitmapdata = assembly.GetManifestResourceStream(resourcename);
var bitmap = (Bitmap)Image.FromStream(bitmapdata);
bitmapdata.Dispose();
return new LocalLoadResult(bitmap);
}
//mxd
public override Image GetPreview()
{
Stream bitmapdata = assembly.GetManifestResourceStream(resourcename);
return Image.FromStream(bitmapdata);
}
#endregion
}
}