|
#region � Copyright 2005, BigMan's Stuff - Yuval Naveh, Locus Effects
// Locus Effects
//
// � Copyright 2005, BigMan's Stuff - Yuval Naveh
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of BigMan's Stuff, Locus Effects, nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endregion
using System ;
using System.Drawing ;
namespace BigMansStuff.LocusEffects
{
/// <summary>
/// AnimatedImageFrame -
/// Data structure for holding data of a single image frame
/// </summary>
internal class AnimatedImageFrame: IDisposable
{
#region IDisposable Members
/// <summary>
/// Performs application-defined tasks associated with freeing, releasing, or
/// resetting unmanaged resources.
/// </summary>
public void Dispose()
{
if ( m_bitmap != null )
{
m_bitmap.Dispose() ;
m_bitmap = null ;
}
}
#endregion
#region Public properties
/// <summary>
/// Gets or sets the duration.
/// </summary>
/// <value>The duration.</value>
public int Duration
{
get
{
return m_duration ;
}
set
{
if ( m_duration == value )
return ;
m_duration = value ;
}
}
/// <summary>
/// Gets or sets the bitmap.
/// </summary>
/// <value>The bitmap.</value>
public Bitmap Bitmap
{
get
{
return m_bitmap ;
}
set
{
if ( m_bitmap == value )
return ;
m_bitmap = value ;
}
}
/// <summary>
/// Gets or sets the index.
/// </summary>
/// <value>The index.</value>
public int Index
{
get
{
return m_index ;
}
set
{
m_index = value ;
}
}
#endregion
#region Private members
private int m_duration ;
private Bitmap m_bitmap ;
private int m_index;
#endregion
}
}
|
By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.
If a file you wish to view isn't highlighted, and is a text file (not binary), please
let us know and we'll add colourisation support for it.
I've been punching code since the age of 9 when I got my first computer - A Sinclair Spectrum with 48Kb of RAM!
That was a great time, when peek and pokes were the way to do stuff.
I wrote in X86 Assembly, Logo
, Basic, C, C++, Pascal, Delphi, Java and in the last 16 years C#, but NodeJS and Python too.