Replaced the old VS templates with ones that offer more flexiblity. Started replacing the Content Project for the samples with our custom project type. Inlcuded a basic not yet working AssimpImporter.
195 lines
5.8 KiB
C#
195 lines
5.8 KiB
C#
/* ****************************************************************************
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*
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* Copyright (c) Microsoft Corporation.
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*
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* This source code is subject to terms and conditions of the Apache License, Version 2.0. A
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* copy of the license can be found in the License.html file at the root of this distribution. If
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* you cannot locate the Apache License, Version 2.0, please send an email to
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* vspython@microsoft.com. By using this source code in any fashion, you are agreeing to be bound
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* by the terms of the Apache License, Version 2.0.
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*
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* You must not remove this notice, or any other, from this software.
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*
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* ***************************************************************************/
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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.IO;
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using System.Windows.Forms;
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namespace Microsoft.VisualStudio.Project
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{
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public class ImageHandler : IDisposable
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{
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private ImageList imageList;
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private List<IntPtr> iconHandles;
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private static volatile object Mutex;
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private bool isDisposed;
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/// <summary>
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/// Initializes the <see cref="RDTListener"/> class.
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/// </summary>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1810:InitializeReferenceTypeStaticFieldsInline")]
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static ImageHandler()
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{
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Mutex = new object();
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}
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/// <summary>
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/// Builds an empty ImageHandler object.
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/// </summary>
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public ImageHandler()
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{
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}
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/// <summary>
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/// Builds an ImageHandler object from a Stream providing the bitmap that
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/// stores the images for the image list.
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/// </summary>
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public ImageHandler(Stream resourceStream)
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{
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VsUtilities.ArgumentNotNull("resourceStream", resourceStream);
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imageList = VsUtilities.GetImageList(resourceStream);
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}
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/// <summary>
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/// Builds an ImageHandler object from an ImageList object.
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/// </summary>
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public ImageHandler(ImageList list)
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{
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VsUtilities.ArgumentNotNull("list", list);
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imageList = list;
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}
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/// <summary>
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/// Closes the ImageHandler object freeing its resources.
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/// </summary>
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public void Close()
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{
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if (null != iconHandles)
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{
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foreach (IntPtr hnd in iconHandles)
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{
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if (hnd != IntPtr.Zero)
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{
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NativeMethods.DestroyIcon(hnd);
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}
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}
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iconHandles = null;
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}
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if (null != imageList)
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{
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imageList.Dispose();
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imageList = null;
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}
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}
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/// <summary>
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/// Add an image to the ImageHandler.
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/// </summary>
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/// <param name="image">the image object to be added.</param>
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public void AddImage(Image image)
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{
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VsUtilities.ArgumentNotNull("image", image);
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if (null == imageList)
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{
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imageList = new ImageList();
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}
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imageList.Images.Add(image);
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if (null != iconHandles)
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{
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iconHandles.Add(IntPtr.Zero);
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}
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}
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/// <summary>
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/// Get or set the ImageList object for this ImageHandler.
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/// </summary>
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public ImageList ImageList
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{
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get { return imageList; }
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set
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{
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Close();
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imageList = value;
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}
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}
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/// <summary>
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/// Returns the handle to an icon build from the image of index
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/// iconIndex in the image list.
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/// </summary>
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public IntPtr GetIconHandle(int iconIndex)
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{
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VsUtilities.CheckNotNull(imageList);
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// Make sure that the list of handles is initialized.
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if (null == iconHandles)
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{
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InitHandlesList();
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}
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// Verify that the index is inside the expected range.
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if ((iconIndex < 0) || (iconIndex >= iconHandles.Count))
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{
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throw new ArgumentOutOfRangeException("iconIndex");
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}
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// Check if the icon is in the cache.
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if (IntPtr.Zero == iconHandles[iconIndex])
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{
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Bitmap bitmap = imageList.Images[iconIndex] as Bitmap;
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// If the image is not a bitmap, then we can not build the icon,
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// so we have to return a null handle.
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if (null == bitmap)
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{
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return IntPtr.Zero;
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}
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iconHandles[iconIndex] = bitmap.GetHicon();
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}
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return iconHandles[iconIndex];
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}
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private void InitHandlesList()
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{
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iconHandles = new List<IntPtr>(imageList.Images.Count);
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for (int i = 0; i < imageList.Images.Count; ++i)
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{
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iconHandles.Add(IntPtr.Zero);
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}
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}
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#region IDisposable Members
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/// <summary>
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/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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/// </summary>
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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#endregion
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private void Dispose(bool disposing)
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{
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if (!this.isDisposed)
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{
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lock (Mutex)
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{
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if (disposing)
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{
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this.imageList.Dispose();
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}
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this.isDisposed = true;
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}
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}
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}
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}
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}
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