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| /* | |
| * Copyright (c) 2014 Microsoft Mobile | |
| * | |
| * Permission is hereby granted, free of charge, to any person obtaining a copy | |
| * of this software and associated documentation files (the "Software"), to deal | |
| * in the Software without restriction, including without limitation the rights | |
| * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| * copies of the Software, and to permit persons to whom the Software is | |
| * furnished to do so, subject to the following conditions: | |
| * The above copyright notice and this permission notice shall be included in | |
| * all copies or substantial portions of the Software. | |
| * | |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
| * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
| * THE SOFTWARE. | |
| */ | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using System.Threading.Tasks; | |
| using System.Windows.Media; | |
| using System.Windows.Media.Imaging; | |
| using Windows.Foundation; | |
| using Windows.Storage.Streams; | |
| using Lumia.Imaging; | |
| using FilterEffects.Filters.FilterControls; | |
| namespace FilterEffects.Filters | |
| { | |
| /// <summary> | |
| /// An abstract base class for a filter. | |
| /// </summary> | |
| public abstract class AbstractFilter : IDisposable | |
| { | |
| protected const double FilterControlTitleFontSize = 16; | |
| protected const double GridRowMinimumHeight = 30; | |
| protected const double GridRowMaxHeight = 75; | |
| private const string DebugTag = "AbstractFilter: "; | |
| /// <summary> | |
| /// The states of the state machine. | |
| /// </summary> | |
| protected enum States | |
| { | |
| Wait = 0, | |
| Apply, | |
| Schedule | |
| }; | |
| // Members | |
| protected BufferImageSource Source; | |
| protected List<Action> Changes; | |
| protected FilterEffect Effect; | |
| protected WriteableBitmap PreviewBitmap; | |
| // Use a temporary buffer for rendering to remove concurrent access | |
| // between rendering and the image shown on the screen. | |
| protected WriteableBitmap TmpBitmap; | |
| /// <summary> | |
| /// Name of the filter. | |
| /// </summary> | |
| public string Name | |
| { | |
| get; | |
| protected set; | |
| } | |
| public string ShortDescription | |
| { | |
| get; | |
| protected set; | |
| } | |
| public ImageSource PreviewImageSource | |
| { | |
| get; | |
| private set; | |
| } | |
| public IBuffer Buffer | |
| { | |
| set | |
| { | |
| if (value != null) | |
| { | |
| if (Source != null) | |
| { | |
| Source.Dispose(); | |
| Source = null; | |
| } | |
| Source = new BufferImageSource(value); | |
| Debug.WriteLine(DebugTag + Name + ": Buffer.set: Buffer length is " + Source.Buffer.Length + " bytes"); | |
| if (Effect != null) | |
| { | |
| Effect.Dispose(); | |
| Effect = null; | |
| } | |
| // Construct the FilterEffect instance and set the | |
| // filters. | |
| Effect = new FilterEffect(Source); | |
| SetFilters(Effect); | |
| } | |
| else | |
| { | |
| Debug.WriteLine(DebugTag + Name + ": The given buffer is null!"); | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// Resolution of the bitmaps. | |
| /// </summary> | |
| public Size PreviewResolution | |
| { | |
| get | |
| { | |
| double width = 0; | |
| double height = 0; | |
| if (PreviewBitmap != null) | |
| { | |
| width = PreviewBitmap.PixelWidth; | |
| height = PreviewBitmap.PixelHeight; | |
| } | |
| return new Size(width, height); | |
| } | |
| set | |
| { | |
| int width = (int)value.Width; | |
| int height = (int)value.Height; | |
| if (PreviewBitmap == null || | |
| (PreviewBitmap.PixelWidth != width | |
| && PreviewBitmap.PixelHeight == height)) | |
| { | |
| PreviewBitmap = new WriteableBitmap(width, height); | |
| TmpBitmap = new WriteableBitmap(width, height); | |
| PreviewImageSource = PreviewBitmap; // Redraw | |
| Debug.WriteLine(DebugTag + ": Resolution.set: " | |
| + PreviewBitmap.PixelWidth + "x" + PreviewBitmap.PixelHeight); | |
| } | |
| } | |
| } | |
| public FilterPropertiesControl Control | |
| { | |
| get; | |
| protected set; | |
| } | |
| private States _state = States.Wait; | |
| protected States State | |
| { | |
| get | |
| { | |
| return _state; | |
| } | |
| set | |
| { | |
| if (_state != value) | |
| { | |
| Debug.WriteLine(DebugTag | |
| + "State.set: " + _state + " -> " + value); | |
| _state = value; | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// Constructor. | |
| /// </summary> | |
| protected AbstractFilter() | |
| { | |
| Name = "n/a"; | |
| Changes = new List<Action>(); | |
| } | |
| /// <summary> | |
| /// Creates a filtered preview image from the given buffer. | |
| /// </summary> | |
| public void Apply() | |
| { | |
| switch (State) | |
| { | |
| case States.Wait: // State machine transition: Wait -> Apply | |
| State = States.Apply; | |
| Render(); // Apply the filter | |
| break; | |
| case States.Apply: // State machine transition: Apply -> Schedule | |
| State = States.Schedule; | |
| break; | |
| default: | |
| // Do nothing | |
| break; | |
| } | |
| } | |
| /// <summary> | |
| /// Renders the given buffer with the applied filters to an output | |
| /// buffer and returns it. Meant to be used where the filtered image | |
| /// is, for example, going to be saved to a file. | |
| /// </summary> | |
| /// <param name="buffer">The buffer containing the original image data.</param> | |
| /// <returns>Buffer containing the filtered image data.</returns> | |
| public virtual async Task<IBuffer> RenderJpegAsync(IBuffer buffer) | |
| { | |
| if (buffer == null || buffer.Length == 0) | |
| { | |
| Debug.WriteLine(DebugTag + Name + ": RenderJpegAsync(): The given buffer is null or empty!"); | |
| return null; | |
| } | |
| if (Effect != null) | |
| { | |
| Effect.Dispose(); | |
| Effect = null; | |
| } | |
| // Construct the FilterEffect instance and set the | |
| // filters. | |
| Effect = new FilterEffect(Source); | |
| SetFilters(Effect); | |
| IBuffer outputBuffer; | |
| using (var source = new BufferImageSource(buffer)) | |
| { | |
| var effect = new FilterEffect(source); | |
| SetFilters(effect); | |
| using (var renderer = new JpegRenderer(effect)) | |
| { | |
| outputBuffer = await renderer.RenderAsync(); | |
| } | |
| effect.Dispose(); | |
| } | |
| return outputBuffer; | |
| } | |
| /// <summary> | |
| /// Attaches a UI controls for adjusting filter properties. | |
| /// </summary> | |
| /// <param name="control"></param> | |
| /// <returns>True if the control was populated, false otherwise.</returns> | |
| public virtual bool AttachControl(FilterPropertiesControl control) | |
| { | |
| return false; | |
| } | |
| /// <summary> | |
| /// Sets the filters for the given effect instance. | |
| /// </summary> | |
| /// <param name="effect">The effect instance to set filters to.</param> | |
| protected abstract void SetFilters(FilterEffect effect); | |
| /// <summary> | |
| /// Applies the filter. If another processing request was scheduled | |
| /// while processing the buffer, the method will recursively call | |
| /// itself. | |
| /// </summary> | |
| protected virtual async void Render() | |
| { | |
| try | |
| { | |
| if (Source != null) | |
| { | |
| Debug.WriteLine(DebugTag + Name + ": Rendering..."); | |
| // Apply the pending changes to the filter(s) | |
| foreach (var change in Changes) | |
| { | |
| change(); | |
| } | |
| Changes.Clear(); | |
| // Render the filters first to the temporary bitmap and | |
| // copy the changes then to the preview bitmap | |
| using (var renderer = new WriteableBitmapRenderer(Effect, TmpBitmap)) | |
| { | |
| await renderer.RenderAsync(); | |
| } | |
| TmpBitmap.Pixels.CopyTo(PreviewBitmap.Pixels, 0); | |
| PreviewBitmap.Invalidate(); // Force a redraw | |
| } | |
| else | |
| { | |
| Debug.WriteLine(DebugTag + Name + ": Render(): No buffer set!"); | |
| } | |
| } | |
| catch (Exception e) | |
| { | |
| Debug.WriteLine(DebugTag + Name + ": Render(): " + e.Message); | |
| } | |
| finally | |
| { | |
| switch (State) | |
| { | |
| case States.Apply: // State machine transition : Apply -> Wait | |
| State = States.Wait; | |
| break; | |
| case States.Schedule: // State machine transition: Schedule -> Apply | |
| State = States.Apply; | |
| Render(); // Apply the filter | |
| break; | |
| default: | |
| // Do nothing | |
| break; | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// From IDisposable. | |
| /// </summary> | |
| public virtual void Dispose() | |
| { | |
| Debug.WriteLine("Disposing effect."); | |
| if (Source != null) | |
| { | |
| Source.Dispose(); | |
| Source = null; | |
| } | |
| if (Effect != null) | |
| { | |
| Effect.Dispose(); | |
| Effect = null; | |
| } | |
| } | |
| } | |
| } |