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https://github.com/greenshot/greenshot
synced 2025-07-16 10:03:44 -07:00
Code quality changes, and added the possibility to set the amount of colors for the Quantizer.
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3b1560390b
commit
77a92d98c3
92 changed files with 690 additions and 653 deletions
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@ -32,7 +32,7 @@ namespace Greenshot.Drawing {
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/// <summary>
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/// Description of BitmapContainer.
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/// </summary>
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[Serializable()]
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[Serializable]
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public class ImageContainer : DrawableContainer, IImageContainer {
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private static ILog LOG = LogManager.GetLogger(typeof(ImageContainer));
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@ -43,14 +43,14 @@ namespace Greenshot.Drawing {
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/// Do not serialize, as the shadow is recreated from the original bitmap if it's not available
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/// </summary>
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[NonSerialized]
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private Image shadowBitmap = null;
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private Image _shadowBitmap;
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/// <summary>
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/// This is the offset for the shadow version of the bitmap
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/// Do not serialize, as the offset is recreated
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/// </summary>
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[NonSerialized]
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private Point shadowOffset = new Point(-1, -1);
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private Point _shadowOffset = new Point(-1, -1);
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public ImageContainer(Surface parent, string filename) : this(parent) {
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Load(filename);
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@ -72,17 +72,17 @@ namespace Greenshot.Drawing {
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public void ChangeShadowField() {
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bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
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if (shadow) {
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CheckShadow(shadow);
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Width = shadowBitmap.Width;
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Height = shadowBitmap.Height;
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Left = Left - shadowOffset.X;
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Top = Top - shadowOffset.Y;
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CheckShadow(true);
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Width = _shadowBitmap.Width;
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Height = _shadowBitmap.Height;
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Left = Left - _shadowOffset.X;
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Top = Top - _shadowOffset.Y;
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} else {
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Width = image.Width;
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Height = image.Height;
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if (shadowBitmap != null) {
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Left = Left + shadowOffset.X;
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Top = Top + shadowOffset.Y;
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if (_shadowBitmap != null) {
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Left = Left + _shadowOffset.X;
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Top = Top + _shadowOffset.Y;
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}
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}
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}
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@ -90,7 +90,7 @@ namespace Greenshot.Drawing {
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public Image Image {
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set {
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// Remove all current bitmaps
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disposeImages();
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DisposeImages();
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image = ImageHelper.Clone(value);
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bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
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CheckShadow(shadow);
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@ -98,10 +98,10 @@ namespace Greenshot.Drawing {
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Width = image.Width;
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Height = image.Height;
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} else {
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Width = shadowBitmap.Width;
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Height = shadowBitmap.Height;
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Left = Left - shadowOffset.X;
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Top = Top - shadowOffset.Y;
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Width = _shadowBitmap.Width;
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Height = _shadowBitmap.Height;
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Left = Left - _shadowOffset.X;
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Top = Top - _shadowOffset.Y;
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}
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}
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get { return image; }
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@ -115,22 +115,22 @@ namespace Greenshot.Drawing {
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/// <param name="disposing"></param>
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protected override void Dispose(bool disposing) {
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if (disposing) {
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disposeImages();
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DisposeImages();
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}
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image = null;
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shadowBitmap = null;
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_shadowBitmap = null;
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base.Dispose(disposing);
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}
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private void disposeImages() {
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private void DisposeImages() {
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if (image != null) {
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image.Dispose();
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}
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if (shadowBitmap != null) {
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shadowBitmap.Dispose();
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if (_shadowBitmap != null) {
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_shadowBitmap.Dispose();
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}
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image = null;
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shadowBitmap = null;
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_shadowBitmap = null;
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}
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/// <summary>
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@ -153,10 +153,10 @@ namespace Greenshot.Drawing {
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/// </summary>
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/// <param name="rotateFlipType"></param>
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public override void Rotate(RotateFlipType rotateFlipType) {
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Image newImage = ImageHelper.RotateFlip((Bitmap)image, rotateFlipType);
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Image newImage = ImageHelper.RotateFlip(image, rotateFlipType);
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if (newImage != null) {
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// Remove all current bitmaps, also the shadow (will be recreated)
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disposeImages();
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DisposeImages();
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image = newImage;
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}
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base.Rotate(rotateFlipType);
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@ -167,8 +167,8 @@ namespace Greenshot.Drawing {
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/// </summary>
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/// <param name="shadow"></param>
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private void CheckShadow(bool shadow) {
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if (shadow && shadowBitmap == null) {
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shadowBitmap = ImageHelper.ApplyEffect(image, new DropShadowEffect(), out shadowOffset);
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if (shadow && _shadowBitmap == null) {
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_shadowBitmap = ImageHelper.ApplyEffect(image, new DropShadowEffect(), out _shadowOffset);
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}
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}
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@ -186,8 +186,8 @@ namespace Greenshot.Drawing {
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graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
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if (shadow) {
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CheckShadow(shadow);
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graphics.DrawImage(shadowBitmap, Bounds);
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CheckShadow(true);
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graphics.DrawImage(_shadowBitmap, Bounds);
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} else {
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graphics.DrawImage(image, Bounds);
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}
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