ShareX/Greenshot.ImageEditor/Drawing/ImageContainer.cs
Brian ee88e25b2f Update Greenshot to latest version
Greenshot updated from 1.2 branch at commit
e9ab99c5acc99785cc5045b4b5493c9b6504d016

This solves #1341 and #1079 for allowing support high DPI monitors.
Additionally, the following were implemented:
- #748 - Objects can be saved to file and loaded from file via menu
- #676 - Keyboard shortcuts added for 'Save and close' (Alt+S), 'Close'
(Alt+W), and 'Close and cancel tasks' (Alt+C)
- #1189 - Editor opens sized to image. Can be disabled via Greenshot ini
with `MatchSizeToCapture=False`
2016-03-13 12:07:53 -04:00

267 lines
8.2 KiB
C#

/*
* Greenshot - a free and open source screenshot tool
* Copyright (C) 2007-2015 Thomas Braun, Jens Klingen, Robin Krom
*
* For more information see: http://getgreenshot.org/
* The Greenshot project is hosted on Sourceforge: http://sourceforge.net/projects/greenshot/
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 1 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Greenshot.Core;
using Greenshot.Drawing.Fields;
using Greenshot.Plugin.Drawing;
using GreenshotPlugin;
using GreenshotPlugin.Core;
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.IO;
namespace Greenshot.Drawing
{
/// <summary>
/// Description of BitmapContainer.
/// </summary>
[Serializable]
public class ImageContainer : DrawableContainer, IImageContainer
{
private Image image;
/// <summary>
/// This is the shadow version of the bitmap, rendered once to save performance
/// Do not serialize, as the shadow is recreated from the original bitmap if it's not available
/// </summary>
[NonSerialized]
private Image _shadowBitmap;
/// <summary>
/// This is the offset for the shadow version of the bitmap
/// Do not serialize, as the offset is recreated
/// </summary>
[NonSerialized]
private Point _shadowOffset = new Point(-1, -1);
public ImageContainer(Surface parent, string filename) : this(parent)
{
Load(filename);
}
public ImageContainer(Surface parent) : base(parent)
{
FieldChanged += BitmapContainer_OnFieldChanged;
}
protected override void InitializeFields()
{
AddField(GetType(), FieldType.SHADOW, false);
}
protected void BitmapContainer_OnFieldChanged(object sender, FieldChangedEventArgs e)
{
if (sender.Equals(this))
{
if (e.Field.FieldType == FieldType.SHADOW)
{
ChangeShadowField();
}
}
}
public void ChangeShadowField()
{
bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
if (shadow)
{
CheckShadow(true);
Width = _shadowBitmap.Width;
Height = _shadowBitmap.Height;
Left = Left - _shadowOffset.X;
Top = Top - _shadowOffset.Y;
}
else
{
Width = image.Width;
Height = image.Height;
if (_shadowBitmap != null)
{
Left = Left + _shadowOffset.X;
Top = Top + _shadowOffset.Y;
}
}
}
public Image Image
{
set
{
// Remove all current bitmaps
DisposeImage();
DisposeShadow();
image = ImageHelper.Clone(value);
bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
CheckShadow(shadow);
if (!shadow)
{
Width = image.Width;
Height = image.Height;
}
else
{
Width = _shadowBitmap.Width;
Height = _shadowBitmap.Height;
Left = Left - _shadowOffset.X;
Top = Top - _shadowOffset.Y;
}
}
get
{
return image;
}
}
/// <summary>
/// The bulk of the clean-up code is implemented in Dispose(bool)
/// This Dispose is called from the Dispose and the Destructor.
/// When disposing==true all non-managed resources should be freed too!
/// </summary>
/// <param name="disposing"></param>
protected override void Dispose(bool disposing)
{
if (disposing)
{
DisposeImage();
DisposeShadow();
}
base.Dispose(disposing);
}
private void DisposeImage()
{
if (image != null)
{
image.Dispose();
}
image = null;
}
private void DisposeShadow()
{
if (_shadowBitmap != null)
{
_shadowBitmap.Dispose();
}
_shadowBitmap = null;
}
/// <summary>
/// Make sure the content is also transformed.
/// </summary>
/// <param name="matrix"></param>
public override void Transform(Matrix matrix)
{
int rotateAngle = CalculateAngle(matrix);
// we currently assume only one transformation has been made.
if (rotateAngle != 0)
{
LOG.DebugFormat("Rotating element with {0} degrees.", rotateAngle);
DisposeShadow();
using (var tmpMatrix = new Matrix())
{
using (Image tmpImage = image)
{
image = ImageHelper.ApplyEffect(image, new RotateEffect(rotateAngle), tmpMatrix);
}
}
}
base.Transform(matrix);
}
/// <summary>
///
/// </summary>
/// <param name="filename"></param>
public void Load(string filename)
{
if (File.Exists(filename))
{
// Always make sure ImageHelper.LoadBitmap results are disposed some time,
// as we close the bitmap internally, we need to do it afterwards
using (Image tmpImage = ImageHelper.LoadImage(filename))
{
Image = tmpImage;
}
LOG.Debug("Loaded file: " + filename + " with resolution: " + Height + "," + Width);
}
}
/// <summary>
/// This checks if a shadow is already generated
/// </summary>
/// <param name="shadow"></param>
private void CheckShadow(bool shadow)
{
if (shadow && _shadowBitmap == null)
{
using (var matrix = new Matrix())
{
_shadowBitmap = ImageHelper.ApplyEffect(image, new DropShadowEffect(), matrix);
}
}
}
/// <summary>
/// Draw the actual container to the graphics object
/// </summary>
/// <param name="graphics"></param>
/// <param name="rm"></param>
public override void Draw(Graphics graphics, RenderMode rm)
{
if (image != null)
{
bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
if (shadow)
{
CheckShadow(true);
graphics.DrawImage(_shadowBitmap, Bounds);
}
else
{
graphics.DrawImage(image, Bounds);
}
}
}
public override bool HasDefaultSize
{
get
{
return true;
}
}
public override Size DefaultSize
{
get
{
return image.Size;
}
}
}
}