UltimateZoneBuilder/Source/Core/Data/UnknownImage.cs
MaxED 99f3ba2844 Changed long texture names handling. Texture names conversion is no longer required.
Texture browser form: added "Long texture names" check-box. It can be used to toggle between displaying long and short texture names.
Texture browser form: added "Show image size" check-box.
Texture browser form: image size is now shown differently.
Image Selector: added a button to toggle between long and short texture name.
Linedef info panel: long texture names are now displayed properly.
Sector info panel: long texture names are now displayed properly.
Fixed: "Save Screenshot" and "Save Edit Area Screenshot" actions were triggered multiple times when a child window was open.
Fixed: used textures should be always updated after using "Change map in current WAD" action.
Fixed, "Change map in current WAD": fixed a crash when trying to switch from a map with missing game configuration path.
Updated ZDoom_ACS.cfg.
2014-12-03 09:06:05 +00:00

77 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;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class UnknownImage : ImageData
{
#region ================== Variables
private readonly Bitmap loadbitmap;
#endregion
#region ================== Constructor / Disposer
// Constructor
public UnknownImage(Bitmap image)
{
// Initialize
this.width = 0;
this.height = 0;
this.loadbitmap = image;
SetName("");
LocalLoadImage();
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This 'loads' the image
protected override void LocalLoadImage()
{
//mxd. Leave when already loaded
if(this.IsImageLoaded) return;
bitmap = loadbitmap;
base.LocalLoadImage();
}
// This returns a preview image
public override Image GetPreview()
{
lock(this)
{
// Make a copy
return new Bitmap(loadbitmap);
}
}
#endregion
}
}