protected override Document OnLoad(System.IO.Stream input) { PsdFile psdFile = new PsdFile(); psdFile.Load(input); Document document = new Document(psdFile.Columns, psdFile.Rows); if (psdFile.Resolution != null) { document.DpuUnit = MeasurementUnit.Inch; document.DpuX = psdFile.Resolution.HRes; document.DpuY = psdFile.Resolution.VRes; } if (psdFile.Layers.Count == 0) { BitmapLayer layer = ImageDecoderPdn.DecodeImage(psdFile); document.Layers.Add(layer); } else { PaintDotNet.Threading.PrivateThreadPool threadPool = new PaintDotNet.Threading.PrivateThreadPool(); var layersList = new List <Layer>(); foreach (PhotoshopFile.Layer l in psdFile.Layers) { if (!l.Rect.IsEmpty) { layersList.Add(null); LoadLayerContext llc = new LoadLayerContext(l, document, BlendModeKeyToBlendOp(l), layersList, layersList.Count - 1); WaitCallback waitCallback = new WaitCallback(llc.LoadLayer); threadPool.QueueUserWorkItem(waitCallback); } } threadPool.Drain(); foreach (var layer in layersList) { document.Layers.Add(layer); } } return(document); }
protected override void OnSave(Document input, System.IO.Stream output, SaveConfigToken token, Surface scratchSurface, ProgressEventHandler callback) { PsdSaveConfigToken psdToken = (PsdSaveConfigToken)token; PsdFile psdFile = new PsdFile(); //----------------------------------------------------------------------- psdFile.Rows = input.Height; psdFile.Columns = input.Width; // we have an Alpha channel which will be saved, // we have to add this to our image resources psdFile.Channels = 4; // for now we oly save the images as RGB psdFile.ColorMode = PsdFile.ColorModes.RGB; psdFile.Depth = 8; //----------------------------------------------------------------------- // no color mode Data //----------------------------------------------------------------------- ResolutionInfo resInfo = new ResolutionInfo(); resInfo.HeightUnit = ResolutionInfo.Unit.In; resInfo.WidthUnit = ResolutionInfo.Unit.In; if (input.DpuUnit == MeasurementUnit.Inch) { resInfo.HResUnit = ResolutionInfo.ResUnit.PxPerInch; resInfo.VResUnit = ResolutionInfo.ResUnit.PxPerInch; resInfo.HRes = (short)input.DpuX; resInfo.VRes = (short)input.DpuY; } else { resInfo.HResUnit = ResolutionInfo.ResUnit.PxPerCent; resInfo.VResUnit = ResolutionInfo.ResUnit.PxPerCent; resInfo.HRes = (short)(input.DpuX / 2.54); resInfo.VRes = (short)(input.DpuY / 2.54); } psdFile.Resolution = resInfo; //----------------------------------------------------------------------- psdFile.ImageCompression = psdToken.RleCompress ? ImageCompression.Rle : ImageCompression.Raw; int size = psdFile.Rows * psdFile.Columns; psdFile.ImageData = new byte[psdFile.Channels][]; for (int i = 0; i < psdFile.Channels; i++) { psdFile.ImageData[i] = new byte[size]; } using (RenderArgs ra = new RenderArgs(scratchSurface)) { input.Flatten(scratchSurface); } unsafe { for (int y = 0; y < psdFile.Rows; y++) { int rowIndex = y * psdFile.Columns; ColorBgra *srcRow = scratchSurface.GetRowAddress(y); ColorBgra *srcPixel = srcRow; for (int x = 0; x < psdFile.Columns; x++) { int pos = rowIndex + x; psdFile.ImageData[0][pos] = srcPixel->R; psdFile.ImageData[1][pos] = srcPixel->G; psdFile.ImageData[2][pos] = srcPixel->B; psdFile.ImageData[3][pos] = srcPixel->A; srcPixel++; } } } PaintDotNet.Threading.PrivateThreadPool threadPool = new PaintDotNet.Threading.PrivateThreadPool(); foreach (BitmapLayer layer in input.Layers) { PhotoshopFile.Layer psdLayer = new PhotoshopFile.Layer(psdFile); BlendOpToBlendModeKey(layer.BlendOp, psdLayer); SaveLayerPixelsContext slc = new SaveLayerPixelsContext(layer, psdFile, input, psdLayer, psdToken); WaitCallback waitCallback = new WaitCallback(slc.SaveLayer); threadPool.QueueUserWorkItem(waitCallback); } threadPool.Drain(); psdFile.Save(output); }