make photo loading a separate thing from construction
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e58f717ffe
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41
Program.cs
41
Program.cs
@ -140,21 +140,19 @@ void main() {
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public class Photo {
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public Texture Texture;
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public bool Loaded = false;
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private readonly string filename;
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public Photo(string filename) {
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public Photo(string filename, Texture unloadedTexture) {
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this.filename = filename;
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Texture = unloadedTexture;
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}
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public void Load() {
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Image<Rgba32> image = Image.Load<Rgba32>(filename);
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Texture = new Texture(image);
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}
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}
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public class Texture : IDisposable {
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public int Handle;
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public Vector2i Size;
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public Texture(Image<Rgba32> image) {
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Size = new Vector2i(image.Width, image.Height);
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Console.WriteLine("----------------------------------");
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Console.WriteLine($"image loaded: {Size}");
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Console.WriteLine($"image loaded: {image.Width}x{image.Height}");
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ExifProfile? exifs = image.Metadata.ExifProfile;
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if (exifs != null) {
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@ -164,6 +162,17 @@ public class Texture : IDisposable {
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}
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}
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}
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Texture = new Texture(image);
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Loaded = true;
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}
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}
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public class Texture : IDisposable {
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public int Handle;
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public Vector2i Size;
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public Texture(Image<Rgba32> image) {
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Size = new Vector2i(image.Width, image.Height);
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byte[] pixelBytes = new byte[Size.X * Size.Y * Unsafe.SizeOf<Rgba32>()];
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image.CopyPixelDataTo(pixelBytes);
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image.Dispose();
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@ -345,9 +354,14 @@ public class Game : GameWindow {
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// Load textures from JPEGs.
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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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foreach (string file in files) {
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for (int i = 0; i < files.Count(); i++) {
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string file = files[i];
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if (file.ToLower().EndsWith(".jpg")) {
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photos.Add(new Photo(file));
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Photo photo = new(file, TEXTURE_WHITE);
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if (i == 0) {
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photo.Load();
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}
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photos.Add(photo);
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if (photos.Count > 10) {
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break;
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}
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@ -388,6 +402,7 @@ public class Game : GameWindow {
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SwapBuffers();
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}
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// FIXME: pull these out into a Util class and let photos be able to draw themselves?
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void DrawTexture(Texture texture, Box2i box) {
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DrawTexture(texture, box, Color4.White);
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}
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