Esempio n. 1
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        public Document()
        {
            this._header      = new Header();
            this.Version      = 1;
            this._layers      = new List <Layer>(); // new Dictionary<int, Layer>();
            this._globalImage = new GlobalImage(this);

            this.Init();

            this.AddResource(ImageResource.ResourceIDs.ResolutionInfo);
            //this._imageResources.Add(ResourceIDs.DisplayInfo, new ImageResources.DisplayInfo());
            //this._imageResources.Add(ImageResource.ResourceIDs.ResolutionInfo, new ImageResources.ResolutionInfo());
        }
Esempio n. 2
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        public Document()
        {
            this._header = new Header();
            this.Version = 1;
            this._layers = new List<Layer>(); // new Dictionary<int, Layer>();
            this._globalImage = new GlobalImage(this);

            this.Init();

            this.AddResource(ImageResource.ResourceIDs.ResolutionInfo);
            //this._imageResources.Add(ResourceIDs.DisplayInfo, new ImageResources.DisplayInfo());
            //this._imageResources.Add(ImageResource.ResourceIDs.ResolutionInfo, new ImageResources.ResolutionInfo());
        }
Esempio n. 3
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        public Document(string a_sFilename)
        {
            this.Init();

            FileStream stream = new FileStream(a_sFilename,
                FileMode.Open, FileAccess.Read);
            //stream.
            BinaryPSDReader reader = new BinaryPSDReader(stream);

            string signature = new string(reader.ReadPSDChars(4));
            if (signature != "8BPS")
                return;

            this._header = new Header(reader);
            //this.Version = reader.ReadUInt16();
            //if (Version != 1)
            //    throw new Exception("Can not read .psd version " + Version);
            //byte[] buf = new byte[256];
            //reader.Read(buf, (int)reader.BaseStream.Position, 6); //6 bytes reserved
            //this.Channels = reader.ReadInt16();
            //this.Rows = reader.ReadUInt32();
            //this.Columns = reader.ReadUInt32();
            //this.BitsPerPixel = (int)reader.ReadUInt16();
            //this.ColorMode = (ColorModes)reader.ReadInt16();

            #region Palette
            uint nPaletteLength = reader.ReadUInt32();
            if (nPaletteLength > 0)
            {
                this.ColorTable = new List<Color>();
                for (int i = 0; i < nPaletteLength; i+=3)
                {
                    this.ColorTable.Add(Color.FromArgb((int)reader.ReadByte(), (int)reader.ReadByte(), (int)reader.ReadByte()));
                }
                //this.ColorTable.Add(Color.FromArgb(255, 10, 20));

                if (this.ColorMode == ColorModes.Duotone)
                {
                }
                else
                {
                }
            }
            #endregion

            uint nResLength = reader.ReadUInt32(); //? Number of bytes, or number of entries??
            if (nResLength > 0)
            {
                //read settings
                this._imageResources = ImageResource.ReadImageResources(reader);
            }

            //reader.JumpToEvenNthByte(4);
            uint nTotalLayersBytes = reader.ReadUInt32();
            long nAfterLayersDefinitions = reader.BaseStream.Position + nTotalLayersBytes;

            if (nTotalLayersBytes == 8)
            {
                stream.Position += nTotalLayersBytes;
                //this.Unknown = Endogine.Serialization.ReadableBinary.CreateHexEditorString(reader.ReadBytes((int)reader.BytesToEnd));
            }
            else
            {
                uint nSize = reader.ReadUInt32(); //What's the difference between nTotalLayersBytes and nSize really?
                long nLayersEndPos = reader.BaseStream.Position + nSize;

                short nNumLayers = reader.ReadInt16();
                bool bSkipFirstAlpha = false;

                if (nNumLayers < 0)
                {
                    bSkipFirstAlpha = true;
                    nNumLayers = (short)-nNumLayers;
                }

                List<Layer> loadOrderLayers = new List<Layer>();
                this._layers = new List<Layer>(); // new Dictionary<int, Layer>();
                for (int nLayerNum = 0; nLayerNum < nNumLayers; nLayerNum++)
                {
                    Layer layerInfo = new Layer(reader, this);
                    layerInfo.DebugLayerLoadOrdinal = nLayerNum;
                    //if (layerInfo.LayerID < 0)
                    //    layerInfo.LayerID = nLayerNum;
                    //if (this._layers.ContainsKey(layerInfo.LayerID))
                    //    throw(new Exception("Duplicate layer IDs! " + layerInfo.LayerID.ToString()));
                    //else
                    //    this._layers.Add(layerInfo.LayerID, layerInfo);
                    this._layers.Add(layerInfo);
                    loadOrderLayers.Add(layerInfo);
                }

                for (int layerNum = 0; layerNum < nNumLayers; layerNum++)
                {
                    Layer layer = (Layer)loadOrderLayers[layerNum];
                    layer.ReadPixels(reader);
                }

                reader.JumpToEvenNthByte(4);
                if (reader.BaseStream.Position != nLayersEndPos)
                    reader.BaseStream.Position = nLayersEndPos; // nAfterLayersDefinitions;

                //Global layer mask
                uint maskLength = reader.ReadUInt32();
                this._tempGlobalLayerMask = null;
                if (maskLength > 0)
                {
                    this._tempGlobalLayerMask = reader.ReadBytes((int)maskLength);

                    //TODO: the docs are obviously wrong here...
                    //ushort overlayColorSpace = reader.ReadUInt16(); //undefined in docs
                    //for (int i = 0; i < 4; i++)
                    //    reader.ReadUInt16(); //TODO: UInt16 if 16-bit color? Color components - says *both* 4*2 bytes, and 8 bytes in the docs?
                    //reader.ReadUInt16(); //opacity (0-100)
                    //reader.ReadByte(); //Kind: 0=Color selectedi.e. inverted; 1=Color protected;128=use value stored per layer.
                    //reader.ReadByte(); //padding
                }

                //hmm... another section of "global" layer resources..?
                while (true)
                {
                    long cpPos = reader.BaseStream.Position;
                    string sHeader = new string(reader.ReadPSDChars(4));
                    reader.BaseStream.Position = cpPos; //TODO: -= 4 should work, but sometimes ReadPSDChars advances 5?!?!
                    if (sHeader != "8BIM")
                    {
                        break;
                    }
                    LayerResource res = LayerResource.ReadLayerResource(reader, null);
                    this._globalLayerResources.Add(res);
                }
            }

            bool readGlobalImage = true;
            if (readGlobalImage)
            {
                this._globalImage = new GlobalImage(this);
                this._globalImage.Load(reader);
                //the big merged bitmap (which is how the photoshop document looked when it was saved)
                //Bitmap bmp = this._globalImage.Bitmap;
            }

            reader.Close();
            stream.Close();
        }
Esempio n. 4
0
        public Document(string a_sFilename)
        {
            this.Init();

            FileStream stream = new FileStream(a_sFilename,
                                               FileMode.Open, FileAccess.Read);
            //stream.
            BinaryPSDReader reader = new BinaryPSDReader(stream);

            string signature = new string(reader.ReadPSDChars(4));

            if (signature != "8BPS")
            {
                return;
            }

            this._header = new Header(reader);
            //this.Version = reader.ReadUInt16();
            //if (Version != 1)
            //    throw new Exception("Can not read .psd version " + Version);
            //byte[] buf = new byte[256];
            //reader.Read(buf, (int)reader.BaseStream.Position, 6); //6 bytes reserved
            //this.Channels = reader.ReadInt16();
            //this.Rows = reader.ReadUInt32();
            //this.Columns = reader.ReadUInt32();
            //this.BitsPerPixel = (int)reader.ReadUInt16();
            //this.ColorMode = (ColorModes)reader.ReadInt16();

            #region Palette
            uint nPaletteLength = reader.ReadUInt32();
            if (nPaletteLength > 0)
            {
                this.ColorTable = new List <Color>();
                for (int i = 0; i < nPaletteLength; i += 3)
                {
                    this.ColorTable.Add(Color.FromArgb((int)reader.ReadByte(), (int)reader.ReadByte(), (int)reader.ReadByte()));
                }
                //this.ColorTable.Add(Color.FromArgb(255, 10, 20));

                if (this.ColorMode == ColorModes.Duotone)
                {
                }
                else
                {
                }
            }
            #endregion


            uint nResLength = reader.ReadUInt32(); //? Number of bytes, or number of entries??
            if (nResLength > 0)
            {
                //read settings
                this._imageResources = ImageResource.ReadImageResources(reader);
            }


            //reader.JumpToEvenNthByte(4);
            uint nTotalLayersBytes       = reader.ReadUInt32();
            long nAfterLayersDefinitions = reader.BaseStream.Position + nTotalLayersBytes;

            if (nTotalLayersBytes == 8)
            {
                stream.Position += nTotalLayersBytes;
                //this.Unknown = Endogine.Serialization.ReadableBinary.CreateHexEditorString(reader.ReadBytes((int)reader.BytesToEnd));
            }
            else
            {
                uint nSize         = reader.ReadUInt32(); //What's the difference between nTotalLayersBytes and nSize really?
                long nLayersEndPos = reader.BaseStream.Position + nSize;

                short nNumLayers      = reader.ReadInt16();
                bool  bSkipFirstAlpha = false;

                if (nNumLayers < 0)
                {
                    bSkipFirstAlpha = true;
                    nNumLayers      = (short)-nNumLayers;
                }


                List <Layer> loadOrderLayers = new List <Layer>();
                this._layers = new List <Layer>(); // new Dictionary<int, Layer>();
                for (int nLayerNum = 0; nLayerNum < nNumLayers; nLayerNum++)
                {
                    Layer layerInfo = new Layer(reader, this);
                    layerInfo.DebugLayerLoadOrdinal = nLayerNum;
                    //if (layerInfo.LayerID < 0)
                    //    layerInfo.LayerID = nLayerNum;
                    //if (this._layers.ContainsKey(layerInfo.LayerID))
                    //    throw(new Exception("Duplicate layer IDs! " + layerInfo.LayerID.ToString()));
                    //else
                    //    this._layers.Add(layerInfo.LayerID, layerInfo);
                    this._layers.Add(layerInfo);
                    loadOrderLayers.Add(layerInfo);
                }

                for (int layerNum = 0; layerNum < nNumLayers; layerNum++)
                {
                    Layer layer = (Layer)loadOrderLayers[layerNum];
                    layer.ReadPixels(reader);
                }

                reader.JumpToEvenNthByte(4);
                if (reader.BaseStream.Position != nLayersEndPos)
                {
                    reader.BaseStream.Position = nLayersEndPos; // nAfterLayersDefinitions;
                }
                //Global layer mask
                uint maskLength = reader.ReadUInt32();
                this._tempGlobalLayerMask = null;
                if (maskLength > 0)
                {
                    this._tempGlobalLayerMask = reader.ReadBytes((int)maskLength);

                    //TODO: the docs are obviously wrong here...
                    //ushort overlayColorSpace = reader.ReadUInt16(); //undefined in docs
                    //for (int i = 0; i < 4; i++)
                    //    reader.ReadUInt16(); //TODO: UInt16 if 16-bit color? Color components - says *both* 4*2 bytes, and 8 bytes in the docs?
                    //reader.ReadUInt16(); //opacity (0-100)
                    //reader.ReadByte(); //Kind: 0=Color selectedi.e. inverted; 1=Color protected;128=use value stored per layer.
                    //reader.ReadByte(); //padding
                }

                //hmm... another section of "global" layer resources..?
                while (true)
                {
                    long   cpPos   = reader.BaseStream.Position;
                    string sHeader = new string(reader.ReadPSDChars(4));
                    reader.BaseStream.Position = cpPos; //TODO: -= 4 should work, but sometimes ReadPSDChars advances 5?!?!
                    if (sHeader != "8BIM")
                    {
                        break;
                    }
                    LayerResource res = LayerResource.ReadLayerResource(reader, null);
                    this._globalLayerResources.Add(res);
                }
            }

            bool readGlobalImage = true;
            if (readGlobalImage)
            {
                this._globalImage = new GlobalImage(this);
                this._globalImage.Load(reader);
                //the big merged bitmap (which is how the photoshop document looked when it was saved)
                //Bitmap bmp = this._globalImage.Bitmap;
            }

            reader.Close();
            stream.Close();
        }