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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
using System;
using System.Windows;
using System.Threading;
using System.Windows.Threading;
using System.Diagnostics;
using System.Collections;
using System.Runtime.InteropServices;
using System.IO;
using MS.Internal;
using System.Security;
using System.Windows.Media;
using System.Windows.Media.Composition;
using SR=MS.Internal.PresentationCore.SR;
using MS.Win32.PresentationCore;
namespace System.Windows.Media.Imaging
{
#region public class BitmapVisualManager
/// <summary>
/// BitmapVisualManager holds state and context for a drawing a visual to an bitmap.
/// </summary>
internal class BitmapVisualManager : DispatcherObject
{
#region Constructors
private BitmapVisualManager()
{
}
/// <summary>
/// Create an BitmapVisualManager for drawing a visual to the bitmap.
/// </summary>
/// <param name="bitmapTarget">Where the resulting bitmap is rendered</param>
public BitmapVisualManager(RenderTargetBitmap bitmapTarget)
{
ArgumentNullException.ThrowIfNull(bitmapTarget);
if (bitmapTarget.IsFrozen)
{
throw new ArgumentException(SR.Format(SR.Image_CantBeFrozen, null));
}
_bitmapTarget = bitmapTarget;
}
#endregion
#region Public methods
/// <summary>
/// Render visual to printer.
/// </summary>
/// <param name="visual">Root of the visual to render</param>
public void Render(Visual visual)
{
Render(visual, Matrix.Identity, Rect.Empty);
}
/// <summary>
/// Render visual to printer.
/// </summary>
/// <param name="visual">Root of the visual to render</param>
/// <param name="worldTransform">World transform to apply to the root visual</param>
/// <param name="windowClip">The window clip of the outermost window or Empty</param>
/// <param name="fRenderForBitmapEffect">True if we are rendering the visual
/// to apply an effect to it</param>
///
internal void Render(Visual visual, Matrix worldTransform, Rect windowClip)
{
ArgumentNullException.ThrowIfNull(visual);
// If the bitmapTarget we're writing to is frozen then we can't proceed. Note that
// it's possible for the BitmapVisualManager to be constructed with a mutable BitmapImage
// and for the app to later freeze it. Such an application is misbehaving if
// they subsequently try to render to the BitmapImage.
if (_bitmapTarget.IsFrozen)
{
throw new ArgumentException(SR.Image_CantBeFrozen);
}
int sizeX = _bitmapTarget.PixelWidth;
int sizeY = _bitmapTarget.PixelHeight;
double dpiX = _bitmapTarget.DpiX;
double dpiY = _bitmapTarget.DpiY;
Debug.Assert ((sizeX > 0) && (sizeY > 0));
Debug.Assert ((dpiX > 0) && (dpiY > 0));
// validate the data
if ((sizeX <= 0) || (sizeY <= 0))
{
return; // nothing to draw
}
if ((dpiX <= 0) || (dpiY <= 0))
{
dpiX = 96;
dpiY = 96;
}
SafeMILHandle renderTargetBitmap = _bitmapTarget.MILRenderTarget;
Debug.Assert (renderTargetBitmap != null, "Render Target is null");
IntPtr pIRenderTargetBitmap = IntPtr.Zero;
try
{
//
// Allocate a fresh synchronous channel.
//
MediaContext mctx = MediaContext.CurrentMediaContext;
DUCE.Channel channel = mctx.AllocateSyncChannel();
//
// Acquire the target bitmap.
//
Guid iidRTB = MILGuidData.IID_IMILRenderTargetBitmap;
HRESULT.Check(UnsafeNativeMethods.MILUnknown.QueryInterface(
renderTargetBitmap,
ref iidRTB,
out pIRenderTargetBitmap));
//
// Render the visual on the synchronous channel.
//
Renderer.Render(
pIRenderTargetBitmap,
channel,
visual,
sizeX,
sizeY,
dpiX,
dpiY,
worldTransform,
windowClip);
//
// Release the synchronous channel. This way we can
// re-use that channel later.
//
mctx.ReleaseSyncChannel(channel);
}
finally
{
UnsafeNativeMethods.MILUnknown.ReleaseInterface(ref pIRenderTargetBitmap);
}
_bitmapTarget.RenderTargetContentsChanged();
}
#endregion
#region Member Variables
private RenderTargetBitmap _bitmapTarget = null;
#endregion
}
#endregion
}
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