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下面是標準的d3drenderer.cs文件編碼:可以將xml讀取器功能放入D3drenderer.cs中嗎?
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Interop;
using System.Windows.Media;
using System.Windows.Threading;
using System.Xml.Linq;
namespace WPFMediaKit.DirectShow.Controls
{
/// <summary>
/// The D3DRenderer class provides basic functionality needed
/// to render a D3D surface. This class is abstract.
/// </summary>
public abstract class D3DRenderer : FrameworkElement
{
private string workingDirectory = AppDomain.CurrentDomain.BaseDirectory;
/// <summary>
/// The D3DImage used to render video
/// </summary>
private D3DImage m_d3dImage;
/// <summary>
/// The Image control that has the source
/// to the D3DImage
/// </summary>
private Image m_videoImage;
/// <summary>
/// We keep reference to the D3D surface so
/// we can delay loading it to avoid a black flicker
/// when loading new media
/// </summary>
private IntPtr m_pBackBuffer = IntPtr.Zero;
/// <summary>
/// Flag to tell us if we have a new D3D
/// Surface available
/// </summary>
private bool m_newSurfaceAvailable;
/// <summary>
/// A weak reference of D3DRenderers that have been cloned
/// </summary>
private readonly List<WeakReference> m_clonedD3Drenderers = new List<WeakReference>();
/// <summary>
/// Backing field for the RenderOnCompositionTargetRendering flag.
/// </summary>
private bool m_renderOnCompositionTargetRendering;
/// <summary>
/// Temporary storage for the RenderOnCompositionTargetRendering flag.
/// This is used to remember the value for when the control is loaded and unloaded.
/// </summary>
private bool m_renderOnCompositionTargetRenderingTemp;
#region Stretch
public static readonly DependencyProperty StretchProperty =
DependencyProperty.Register("Stretch", typeof(Stretch), typeof(D3DRenderer),
new FrameworkPropertyMetadata(Stretch.Uniform,
new PropertyChangedCallback(OnStretchChanged)));
/// <summary>
/// Defines what rules are applied to the stretching of the video
/// </summary>
public Stretch Stretch
{
get { return (Stretch)GetValue(StretchProperty); }
set { SetValue(StretchProperty, value); }
}
private static void OnStretchChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
((D3DRenderer)d).OnStretchChanged(e);
}
private void OnStretchChanged(DependencyPropertyChangedEventArgs e)
{
m_videoImage.Stretch = (Stretch) e.NewValue;
}
#endregion
#region IsRenderingEnabled
public static readonly DependencyProperty IsRenderingEnabledProperty =
DependencyProperty.Register("IsRenderingEnabled", typeof(bool), typeof(D3DRenderer),
new FrameworkPropertyMetadata(true));
/// <summary>
/// Enables or disables rendering of the video
/// </summary>
public bool IsRenderingEnabled
{
get { return (bool)GetValue(IsRenderingEnabledProperty); }
set { SetValue(IsRenderingEnabledProperty, value); }
}
#endregion
#region NaturalVideoHeight
private static readonly DependencyPropertyKey NaturalVideoHeightPropertyKey
= DependencyProperty.RegisterReadOnly("NaturalVideoHeight", typeof(int), typeof(MediaElementBase),
new FrameworkPropertyMetadata(0));
public static readonly DependencyProperty NaturalVideoHeightProperty
= NaturalVideoHeightPropertyKey.DependencyProperty;
/// <summary>
/// Gets the natural pixel height of the current media.
/// The value will be 0 if there is no video in the media.
/// </summary>
public int NaturalVideoHeight
{
get { return (int)GetValue(NaturalVideoHeightProperty); }
}
/// <summary>
/// Internal method to set the read-only NaturalVideoHeight DP
/// </summary>
protected void SetNaturalVideoHeight(int value)
{
SetValue(NaturalVideoHeightPropertyKey, value);
}
#endregion
#region NaturalVideoWidth
private static readonly DependencyPropertyKey NaturalVideoWidthPropertyKey
= DependencyProperty.RegisterReadOnly("NaturalVideoWidth", typeof(int), typeof(MediaElementBase),
new FrameworkPropertyMetadata(0));
public static readonly DependencyProperty NaturalVideoWidthProperty
= NaturalVideoWidthPropertyKey.DependencyProperty;
/// <summary>
/// Gets the natural pixel width of the current media.
/// The value will be 0 if there is no video in the media.
/// </summary>
public int NaturalVideoWidth
{
get { return (int)GetValue(NaturalVideoWidthProperty); }
}
/// <summary>
/// Internal method to set the read-only NaturalVideoWidth DP
/// </summary>
protected void SetNaturalVideoWidth(int value)
{
SetValue(NaturalVideoWidthPropertyKey, value);
}
#endregion
#region HasVideo
private static readonly DependencyPropertyKey HasVideoPropertyKey
= DependencyProperty.RegisterReadOnly("HasVideo", typeof(bool), typeof(MediaElementBase),
new FrameworkPropertyMetadata(false));
public static readonly DependencyProperty HasVideoProperty
= HasVideoPropertyKey.DependencyProperty;
/// <summary>
/// Is true if the media contains renderable video
/// </summary>
public bool HasVideo
{
get { return (bool)GetValue(HasVideoProperty); }
}
/// <summary>
/// Internal method for setting the read-only HasVideo DP
/// </summary>
protected void SetHasVideo(bool value)
{
SetValue(HasVideoPropertyKey, value);
}
#endregion
protected D3DRenderer()
{
InitializeD3DVideo();
/* Hook into the framework events */
Loaded += D3DRenderer_Loaded;
Unloaded += D3DRenderer_Unloaded;
}
/// <summary>
/// Handler for when the D3DRenderer is unloaded
/// </summary>
private void D3DRenderer_Unloaded(object sender, RoutedEventArgs e)
{
/* Remember what the property value was */
m_renderOnCompositionTargetRenderingTemp = RenderOnCompositionTargetRendering;
/* Make sure to unhook the static event hook because we are unloading */
RenderOnCompositionTargetRendering = false;
}
/// <summary>
/// Handler for when the D3DRenderer is loaded
/// </summary>
private void D3DRenderer_Loaded(object sender, RoutedEventArgs e)
{
/* Restore the property's value */
RenderOnCompositionTargetRendering = m_renderOnCompositionTargetRenderingTemp;
}
/// <summary>
/// Initializes the D3DRenderer control
/// </summary>
protected virtual void InitializeD3DVideo()
{
if (m_videoImage != null)
return;
/* Create our Image and it's D3DImage source */
m_videoImage = new Image();
m_d3dImage = new D3DImage();
/* We hook into this event to handle when a D3D device is lost */
D3DImage.IsFrontBufferAvailableChanged += D3DImage_IsFrontBufferAvailableChanged;
/* Set our default stretch value of our video */
m_videoImage.Stretch = (Stretch)StretchProperty.DefaultMetadata.DefaultValue;
var activeProfiles = XElement.Load(workingDirectory + "ProfilesDisplay.xml");
var a = activeProfiles.Element("_nABC").Value;
/* Our source of the video image is the D3DImage */
m_videoImage.Source = D3DImage;
/* Register the Image as a visual child */
AddVisualChild(m_videoImage);
}
/// <summary>
/// This should only fire when a D3D device is lost
/// </summary>
private void D3DImage_IsFrontBufferAvailableChanged(object sender, DependencyPropertyChangedEventArgs e)
{
if (!D3DImage.IsFrontBufferAvailable)
return;
/* Flag that we have a new surface, even
* though we really don't */
m_newSurfaceAvailable = true;
/* Force feed the D3DImage the Surface pointer */
SetBackBufferInternal(m_pBackBuffer);
}
protected override Size MeasureOverride(Size availableSize)
{
m_videoImage.Measure(availableSize);
return m_videoImage.DesiredSize;
}
protected override Size ArrangeOverride(Size finalSize)
{
m_videoImage.Arrange(new Rect(finalSize));
return finalSize;
}
protected override int VisualChildrenCount
{
get
{
return 1;
}
}
protected override Visual GetVisualChild(int index)
{
if (index > 0)
throw new IndexOutOfRangeException();
return m_videoImage;
}
protected D3DImage D3DImage
{
get
{
return m_d3dImage;
}
}
protected Image VideoImage
{
get
{
return m_videoImage;
}
}
/// <summary>
/// Renders the video with WPF's rendering using the CompositionTarget.Rendering event
/// </summary>
protected bool RenderOnCompositionTargetRendering
{
get
{
return m_renderOnCompositionTargetRendering;
}
set
{
/* If it is being set to true and it was previously false
* then hook into the event */
if (value && !m_renderOnCompositionTargetRendering)
CompositionTarget.Rendering += CompositionTarget_Rendering;
else if(!value)
CompositionTarget.Rendering -= CompositionTarget_Rendering;
m_renderOnCompositionTargetRendering = value;
m_renderOnCompositionTargetRenderingTemp = value;
}
}
private void CompositionTarget_Rendering(object sender, EventArgs e)
{
InternalInvalidateVideoImage();
}
/// <summary>
/// Used as a clone for a D3DRenderer
/// </summary>
private class ClonedD3DRenderer : D3DRenderer
{}
/// <summary>
/// Creates a clone of the D3DRenderer. This is a work for the visual
/// brush not working cross-threaded
/// </summary>
/// <returns></returns>
public D3DRenderer CloneD3DRenderer()
{
var renderer = new ClonedD3DRenderer();
lock(m_clonedD3Drenderers)
{
m_clonedD3Drenderers.Add(new WeakReference(renderer));
}
renderer.SetBackBuffer(m_pBackBuffer);
return renderer;
}
/// <summary>
/// Cleans up any dead references we may have to any cloned renderers
/// </summary>
private void CleanZombieRenderers()
{
lock(m_clonedD3Drenderers)
{
var deadObjects = new List<WeakReference>();
for (int i = 0; i < m_clonedD3Drenderers.Count; i++)
{
if (!m_clonedD3Drenderers[i].IsAlive)
deadObjects.Add(m_clonedD3Drenderers[i]);
}
foreach(var deadGuy in deadObjects)
{
m_clonedD3Drenderers.Remove(deadGuy);
}
}
}
/// <summary>
/// Configures D3DImage with a new surface. The back buffer is
/// not set until we actually receive a frame, this way we
/// can avoid a black flicker between media changes
/// </summary>
/// <param name="backBuffer">The unmanaged pointer to the Direct3D Surface</param>
protected void SetBackBuffer(IntPtr backBuffer)
{
/* We only do this if target rendering is enabled because we must use an Invoke
* instead of a BeginInvoke to keep the Surfaces in sync and Invoke could be dangerous
* in other situations */
if(RenderOnCompositionTargetRendering)
{
if (!D3DImage.Dispatcher.CheckAccess())
{
D3DImage.Dispatcher.Invoke((Action)(() => SetBackBuffer(backBuffer)), DispatcherPriority.Render);
return;
}
}
/* Flag a new surface */
m_newSurfaceAvailable = true;
m_pBackBuffer = backBuffer;
/* Make a special case for target rendering */
if (RenderOnCompositionTargetRendering)
{
SetBackBufferInternal(m_pBackBuffer);
}
SetBackBufferForClones();
}
/// <summary>
/// Sets the backbuffer for any cloned D3DRenderers
/// </summary>
private void SetBackBufferForClones()
{
lock (m_clonedD3Drenderers)
{
CleanZombieRenderers();
foreach (var rendererRef in m_clonedD3Drenderers)
{
var renderer = rendererRef.Target as D3DRenderer;
if (renderer != null)
renderer.SetBackBuffer(m_pBackBuffer);
}
}
}
/// <summary>
/// Configures D3DImage with a new surface. This happens immediately
/// </summary>
private void SetBackBufferInternal(IntPtr backBuffer)
{
/* Do nothing if we don't have a new surface available */
if (!m_newSurfaceAvailable)
return;
if(!D3DImage.Dispatcher.CheckAccess())
{
D3DImage.Dispatcher.BeginInvoke((Action)(() => SetBackBufferInternal(backBuffer)));
return;
}
/* We have this around a try/catch just in case we
* lose the device and our Surface is invalid. The
* try/catch may not be needed, but testing needs
* to take place before it's removed */
try
{
D3DImage.Lock();
D3DImage.SetBackBuffer(D3DResourceType.IDirect3DSurface9, backBuffer);
D3DImage.Unlock();
SetNaturalWidthHeight();
}
catch (Exception)
{ }
/* Clear our flag, so this won't be ran again
* until a new surface is sent */
m_newSurfaceAvailable = false;
}
private void SetNaturalWidthHeight()
{
SetNaturalVideoHeight(m_d3dImage.PixelHeight);
SetNaturalVideoWidth(m_d3dImage.PixelWidth);
}
protected void InvalidateVideoImage()
{
if (!m_renderOnCompositionTargetRendering)
InternalInvalidateVideoImage();
}
/// <summary>
/// Invalidates the entire Direct3D image, notifying WPF to redraw
/// </summary>
protected void InternalInvalidateVideoImage()
{
/* Ensure we run on the correct Dispatcher */
if(!D3DImage.Dispatcher.CheckAccess())
{
D3DImage.Dispatcher.BeginInvoke((Action)(() => InvalidateVideoImage()));
return;
}
/* If there is a new Surface to set,
* this method will do the trick */
SetBackBufferInternal(m_pBackBuffer);
/* Only render the video image if possible, or if IsRenderingEnabled is true */
if (D3DImage.IsFrontBufferAvailable && IsRenderingEnabled && m_pBackBuffer != IntPtr.Zero)
{
try
{
/* Invalidate the entire image */
D3DImage.Lock();
D3DImage.AddDirtyRect(new Int32Rect(0, /* Left */
0, /* Top */
D3DImage.PixelWidth, /* Width */
D3DImage.PixelHeight /* Height */));
D3DImage.Unlock();
}
catch
{ }
}
/* Invalidate all of our cloned D3DRenderers */
InvalidateClonedVideoImages();
}
/// <summary>
/// Invalidates any possible cloned renderer we may have
/// </summary>
private void InvalidateClonedVideoImages()
{
lock(m_clonedD3Drenderers)
{
CleanZombieRenderers();
foreach(var rendererRef in m_clonedD3Drenderers)
{
var renderer = rendererRef.Target as D3DRenderer;
if(renderer != null)
renderer.InvalidateVideoImage();
}
}
}
}
}
在InitializeD3DVideo()函數,我嘗試從硬盤的位置讀取XML文件。但它不能完成。
是認爲d3drenderer.cs無法從XML文件中讀取?我只想從xml文件的_nABC中讀取一個值。
的XML可能包含錯誤。要檢查錯誤,將xml發佈到以下視圖中:Project:Add New Item:Xml File。與任何編譯器錯誤一樣,錯誤將顯示在錯誤列表中。 – jdweng