Browse Source

update some comments

main
Colin McMillen 9 months ago
parent
commit
870daa3851
  1. 3
      Photo.cs
  2. 6
      Program.cs

3
Photo.cs

@ -52,8 +52,7 @@ public class Photo {
// edit the image due to rotation (etc) and don't want to try generating
// a texture for it until that's already happened.
LastTouch = touchCounter++;
// TODO: if we zoom in to more than the display size, actually load the whole image?
// TODO: now cropping is fucky.
// FIXME: if we zoom in to more than the display size, actually load the whole image?
DecoderOptions options = new DecoderOptions {
TargetSize = new Size(size.X, size.Y),
SkipMetadata = true

6
Program.cs

@ -276,9 +276,6 @@ public static class Util {
if (orientation <= 1) {
return;
}
// FIXME: I'm not convinced that all of these are correct, especially the
// cases that involve flipping (because whether you're flipping before or
// after rotation matters.)
var operations = new Dictionary<ushort, (RotateMode, FlipMode)> {
{ 2, (RotateMode.None, FlipMode.Horizontal) },
{ 3, (RotateMode.Rotate180, FlipMode.None) },
@ -688,8 +685,6 @@ public class Game : GameWindow {
if (earliest != null) {
Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, " +
$"evicting {earliest.Filename} @ {earliestTime}");
// TODO: we have to free textures on the GL thread, but could we do
// that async'ly to keep the UI responsive?
earliest.Unload();
loadedImages.Remove(earliest);
}
@ -770,6 +765,7 @@ public class Game : GameWindow {
Texture active = activePhoto.Texture();
// FIXME: make a function for scaling & centering one box on another.
// FIXME: cropping is fucky because activeScale is using the texture size, not the photo size.
float scaleX = 1f * geometry.PhotoBox.Size.X / active.Size.X;
float scaleY = 1f * geometry.PhotoBox.Size.Y / active.Size.Y;
float scale = Math.Min(scaleX, scaleY);

Loading…
Cancel
Save