Use a trylock to simplify ColorMixerWidget. Fixes #3374.
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@@ -26,11 +26,11 @@ namespace OpenRA.Mods.RA.Widgets
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public event Action OnChange = () => {};
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float H, S, V;
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Bitmap frontBitmap, swapBitmap, backBitmap;
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Bitmap frontBitmap, backBitmap;
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Sprite mixerSprite;
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bool isMoving;
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bool updateFront, updateBack;
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bool update;
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object syncWorker = new object();
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Thread workerThread;
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bool workerAlive;
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@@ -51,7 +51,6 @@ namespace OpenRA.Mods.RA.Widgets
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// Bitmap data is generated in a background thread and then flipped
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frontBitmap = new Bitmap(256, 256);
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swapBitmap = new Bitmap(256, 256);
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backBitmap = new Bitmap(256, 256);
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var rect = new Rectangle((int)(255*SRange[0]), (int)(255*(1 - VRange[1])), (int)(255*(SRange[1] - SRange[0]))+1, (int)(255*(VRange[1] - VRange[0])) + 1);
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@@ -65,7 +64,7 @@ namespace OpenRA.Mods.RA.Widgets
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// so we do it in a background thread
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lock (syncWorker)
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{
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updateBack = true;
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update = true;
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if (workerThread == null || !workerAlive)
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{
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@@ -85,53 +84,55 @@ namespace OpenRA.Mods.RA.Widgets
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float hue;
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lock (syncWorker)
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{
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if (!updateBack)
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if (!update)
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{
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workerAlive = false;
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break;
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}
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updateBack = false;
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update = false;
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// Take a local copy of the hue to generate to avoid tearing
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hue = H;
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}
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var bitmapData = backBitmap.LockBits(backBitmap.Bounds(),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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unsafe
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lock (backBitmap)
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{
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int* c = (int*)bitmapData.Scan0;
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var bitmapData = backBitmap.LockBits(backBitmap.Bounds(),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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// Generate palette in HSV
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for (var v = 0; v < 256; v++)
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for (var s = 0; s < 256; s++)
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*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
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}
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unsafe
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{
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int* c = (int*)bitmapData.Scan0;
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backBitmap.UnlockBits(bitmapData);
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lock (syncWorker)
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{
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var swap = swapBitmap;
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swapBitmap = backBitmap;
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backBitmap = swap;
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updateFront = true;
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// Generate palette in HSV
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for (var v = 0; v < 256; v++)
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for (var s = 0; s < 256; s++)
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*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
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}
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backBitmap.UnlockBits(bitmapData);
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lock (frontBitmap)
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{
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var swap = frontBitmap;
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frontBitmap = backBitmap;
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backBitmap = swap;
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}
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}
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}
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}
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public override void Draw()
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{
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lock (syncWorker)
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if (Monitor.TryEnter(frontBitmap))
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{
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if (updateFront)
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try
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{
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var swap = swapBitmap;
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swapBitmap = frontBitmap;
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frontBitmap = swap;
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mixerSprite.sheet.Texture.SetData(frontBitmap);
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updateFront = false;
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}
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finally
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{
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Monitor.Exit(frontBitmap);
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}
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}
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