ExportPhotos(): add progress on statusbar, skip if already exporting
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c1ed48b917
commit
5d70b4c54b
50
Program.cs
50
Program.cs
@ -386,8 +386,8 @@ public class Game : GameWindow {
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geometry = new UiGeometry(nwSettings.Size, STAR_FILLED.Size.X);
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}
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// private static string outputRoot = @"c:\users\colin\desktop\totte-output";
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private static string outputRoot = @"c:\users\colin\pictures\photos";
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private static string outputRoot = @"c:\users\colin\desktop\totte-output";
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// private static string outputRoot = @"c:\users\colin\pictures\photos";
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private static Texture TEXTURE_WHITE = new(new Image<Rgba32>(1, 1, new Rgba32(255, 255, 255)));
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private static Texture TEXTURE_BLACK = new(new Image<Rgba32>(1, 1, new Rgba32(0, 0, 0)));
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@ -410,8 +410,7 @@ public class Game : GameWindow {
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int VertexBufferObject;
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int ElementBufferObject;
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int VertexArrayObject;
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int numThumbnailsLoaded = 0;
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readonly object numThumbnailsLoadedLock = new();
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List<Photo> allPhotos = new();
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List<Photo> photos = new();
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HashSet<Photo> loadedImages = new();
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@ -431,6 +430,15 @@ public class Game : GameWindow {
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float zoomLevel = 0f;
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double timeSinceEvent = 0;
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// Variables that are protected by locks:
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readonly object numThumbnailsLoadedLock = new();
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int numThumbnailsLoaded = 0;
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readonly object exportPhotosLock = new(); // locks the entire ExportPhotos() function.
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int numPhotosToExport = 0;
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readonly object numPhotosExportedLock = new();
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int numPhotosExported = 0;
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protected override void OnUpdateFrame(FrameEventArgs e) {
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base.OnUpdateFrame(e);
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toast.Update(e.Time);
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@ -684,7 +692,7 @@ public class Game : GameWindow {
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false, 5 * sizeof(float), 3 * sizeof(float));
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// Load photos from a directory.
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string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
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// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
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// string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\14\");
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// string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\23\");
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// string[] files = Directory.GetFiles(@"G:\DCIM\100EOSR6\");
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@ -692,7 +700,7 @@ public class Game : GameWindow {
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// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\import");
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// string[] files = Directory.GetFiles(@"C:\Users\colin\Pictures\photos\2018\06\23");
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// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\Germany all\104D7000");
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// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\many-birds\");
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string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\many-birds\");
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for (int i = 0; i < files.Count(); i++) {
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string file = files[i];
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@ -793,7 +801,7 @@ public class Game : GameWindow {
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p.LoadThumbnailAsync(geometry.ThumbnailSize);
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lock (numThumbnailsLoadedLock) {
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numThumbnailsLoaded++;
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toast.Set($"Loading thumbnails: {numThumbnailsLoaded}/{allPhotos.Count}");
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toast.Set($"[{numThumbnailsLoaded}/{allPhotos.Count}] Loading thumbnails");
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}
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}));
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}
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@ -802,15 +810,33 @@ public class Game : GameWindow {
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// To find the JPEG compression level of a file from the command line:
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// $ identify -verbose image.jpg | grep Quality:
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// FIXME: don't ExportPhotos() if another export is already active.
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// FIXME: show a progress bar or something.
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private async void ExportPhotos() {
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JpegEncoder encoder = new JpegEncoder() { Quality = 100 };
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foreach (Photo p in photos) {
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await Task.Run( () => { p.SaveAsJpegAsync(outputRoot, encoder); });
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List<Task> tasks = new();
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lock (exportPhotosLock) {
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// Don't ExportPhotos() if one is already active.
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lock (numPhotosExportedLock) {
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if (numPhotosToExport > 0 && numPhotosExported != numPhotosToExport) {
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Console.WriteLine("ExportPhotos: skipping because another export is already in progress.");
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return;
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}
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}
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JpegEncoder encoder = new JpegEncoder() { Quality = 100 };
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numPhotosToExport = photos.Count;
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numPhotosExported = 0;
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foreach (Photo p in photos) {
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tasks.Add(Task.Run( () => {
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p.SaveAsJpegAsync(outputRoot, encoder);
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lock (numPhotosExportedLock) {
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numPhotosExported++;
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toast.Set($"[{numPhotosExported}/{numPhotosToExport}] Exported {outputRoot}/{p.Filename}");
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}
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}));
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}
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}
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await Task.WhenAll(tasks).ContinueWith(t => { toast.Set("Exporting photos: done!"); });
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}
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protected override void OnRenderFrame(FrameEventArgs e) {
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base.OnRenderFrame(e);
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fpsCounter.Update();
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