mirror of
https://github.com/danbulant/Cosmos
synced 2026-05-19 20:39:01 +00:00
241 lines
8.2 KiB
C#
241 lines
8.2 KiB
C#
/********************************************************************************************
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Copyright (c) Microsoft Corporation
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All rights reserved.
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Microsoft Public License:
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This license governs use of the accompanying software. If you use the software, you
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accept this license. If you do not accept the license, do not use the software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and "distribution" have the
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same meaning here as under U.S. copyright law.
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A "contribution" is the original software, or any additions or changes to the software.
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A "contributor" is any person that distributes its contribution under this license.
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"Licensed patents" are a contributor's patent claims that read directly on its contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license, including the license conditions
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and limitations in section 3, each contributor grants you a non-exclusive, worldwide,
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royalty-free copyright license to reproduce its contribution, prepare derivative works of
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its contribution, and distribute its contribution or any derivative works that you create.
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(B) Patent Grant- Subject to the terms of this license, including the license conditions
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and limitations in section 3, each contributor grants you a non-exclusive, worldwide,
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royalty-free license under its licensed patents to make, have made, use, sell, offer for
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sale, import, and/or otherwise dispose of its contribution in the software or derivative
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works of the contribution in the software.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you rights to use any contributors'
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name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over patents that you claim are
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infringed by the software, your patent license from such contributor to the software ends
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automatically.
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(C) If you distribute any portion of the software, you must retain all copyright, patent,
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trademark, and attribution notices that are present in the software.
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(D) If you distribute any portion of the software in source code form, you may do so only
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under this license by including a complete copy of this license with your distribution.
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If you distribute any portion of the software in compiled or object code form, you may only
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do so under a license that complies with this license.
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(E) The software is licensed "as-is." You bear the risk of using it. The contributors give
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no express warranties, guarantees or conditions. You may have additional consumer rights
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under your local laws which this license cannot change. To the extent permitted under your
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local laws, the contributors exclude the implied warranties of merchantability, fitness for
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a particular purpose and non-infringement.
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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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using Microsoft.VisualStudio;
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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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if(null == resourceStream)
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{
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throw new ArgumentNullException("resourceStream");
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}
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imageList = Utilities.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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if(null == list)
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{
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throw new ArgumentNullException("list");
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}
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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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if(null == image)
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{
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throw new ArgumentNullException("image");
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}
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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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// Verify that the object is in a consistent state.
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if((null == imageList))
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{
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throw new InvalidOperationException();
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}
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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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