pcsx2/common/EmbeddedImage.h

122 lines
4.1 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <wx/image.h>
#include <wx/mstream.h>
#include <wx/gdicmn.h>
//////////////////////////////////////////////////////////////////////////////////////////
// Interface for loadable embedded images. See EmbeddedImage description for details.
//
class IEmbeddedImage
{
public:
virtual const wxImage& Get() = 0;
virtual wxImage Scale(int width, int height) = 0;
};
//////////////////////////////////////////////////////////////////////////////////////////
// EmbeddedImage - Helper class for loading images which have been embedded into the binary
// manifest of the executable file. Images are only loaded when Get() is called,
// which allows this type to be passed to functions as a fallback or default action without
// incurring an unnecessary memory footprint.
//
// Note: Get() only loads the image once. All subsequent calls to Get will use the
// previously loaded image data.
//
template <typename ImageType>
class EmbeddedImage : public IEmbeddedImage
{
protected:
wxImage m_Image;
const wxSize m_ResampleTo;
protected:
// ------------------------------------------------------------------------
// Internal function used to ensure the image is loaded before returning the image
// handle (called from all methods that return an image handle).
//
void _loadImage()
{
if (!m_Image.Ok())
{
wxMemoryInputStream joe(ImageType::Data, ImageType::Length);
m_Image.LoadFile(joe, ImageType::GetFormat());
if (m_ResampleTo.IsFullySpecified() && (m_ResampleTo.GetWidth() != m_Image.GetWidth() || m_ResampleTo.GetHeight() != m_Image.GetHeight()))
m_Image.Rescale(m_ResampleTo.GetWidth(), m_ResampleTo.GetHeight(), wxIMAGE_QUALITY_HIGH);
}
}
public:
EmbeddedImage()
: m_Image()
, m_ResampleTo(wxDefaultSize)
{
}
// ------------------------------------------------------------------------
// Constructor for creating an embedded image that gets resampled to the specified size when
// loaded.
//
// Implementation Note: This function uses wxWidgets ResamplBox method to resize the image.
// wxWidgets ResampleBicubic appears to be buggy and produces fairly poor results when down-
// sampling images (basically resembles a pixel resize). ResampleBox produces much cleaner
// results.
//
EmbeddedImage(int newWidth, int newHeight)
: m_Image()
, m_ResampleTo(newWidth, newHeight)
{
}
// ------------------------------------------------------------------------
// Loads and retrieves the embedded image. The embedded image is only loaded from its em-
// bedded format once. Any subsequent calls to Get(), Rescale(), or Resample() will use
// the pre-loaded copy. Translation: the png/jpeg decoding overhead happens only once,
// and only happens when the image is actually fetched. Simply creating an instance
// of an EmbeddedImage object uses no excess memory nor cpu overhead. :)
//
const wxImage& Get()
{
_loadImage();
return m_Image;
}
wxIcon GetIcon()
{
wxIcon retval;
retval.CopyFromBitmap(Get());
return retval;
}
// ------------------------------------------------------------------------
// Performs a pixel resize of the loaded image and returns a new image handle (EmbeddedImage
// is left unmodified).
//
wxImage Scale(int width, int height)
{
_loadImage();
// Not strictly necessary - wxWidgets does the dimensions check anyway.
if (width != m_Image.GetWidth() || height != m_Image.GetHeight())
return m_Image.Scale(width, height, wxIMAGE_QUALITY_HIGH);
else
return m_Image;
}
};