Also, tweak the perspective projection scaling to fill out the area
a bit more, and change the visualization editor to use the grid's
size when setting the path dimensions.
Also, note gimbal lock.
Remember how object references from plugins are proxy objects that
time out if you don't access them for a while? I didn't either.
This reshuffles the code to keep WireframeObject references rather
than IVisualizationWireframe.
Handle the remaining visualization editor UI controls, except for
the "test" button. Save/restore wireframe animations in the
project file. Changed the preview from a 1-pixel-wide line drawn
by a path half the window size to a 2-pixel-wide line drawn by a
path the exact window size.
Moved X/Y/Z rotation out of the plugin, since it has nothing to do
with the plugin at all. (Backface removal and perspective projection
are somewhat based on the data contents, as is the choice for
whether or not they should be options.)
Added sliders for X/Y/Z rotation. Much more fun that way.
Renamed VisualizationAnimation to VisBitmapAnimation, as we're not
going to use it for wireframe animation. Created a new class to
hold wireframe animation data, which is really just a reference to
the IVisualizationWireframe so we can generate an animated GIF
without having to pry open the plugin again.
Renamed the "frame-delay-msec" parameter, which should start with
an underscore to ensure it doesn't clash with plugin parameters.
If we don't find it with an underscore we check again without for
backward compatibility.
I did a bunch of experiments to characterize line drawing. Long
story short: end points are inclusive, and coordinates should be
offset by +0.5 to avoid anti-aliasing effects.
Added some more plumbing. Updated visualization set edit dialog,
which now does word-wrapping correctly in the buttons. Added Alt+V
as the hotkey for Create/Edit Visualization Set, which allows you
to double-tap it to leap into the visualization editor.
Experimented with Path drawing, which looks like it could do just
what we need.
Also, show the file size in KB in the code/data/junk breakdown at the
bottom of the window. (Technically it's KiB, but that looked funny.)
Remember the most recent set of parameters, and use them as defaults
when creating a new visualization. This is very helpful when
creating visualizations for multiple frames of an animation.
After exiting an editor, focus on the "OK" button in the visualization
set editor. This allows a quick double-Enter after an edit.
The visualization editor was retaining an IPlugin reference for the
visualization generator selection combo box. After 5 minutes the
proxy object timed out, so if you left the editor open and inactive
for that long you'd start getting weird errors.
We now keep the script identifier string and use that to get a
fresh IPlugin proxy object.
This adds a new class and a rough GUI for the editor. Animated
visualizations take a collection of bitmaps and display them in
sequence. (This will eventually become an animated GIF.)
Fixed the issue where changes to tags in the set currently being
edited weren't visible to the tag uniqueness check when editing other
items in the same set.
First swing at a visualizer for Atari 2600 sprites and playfields.
Won't necessarily present an accurate view of what is displayed on
screen, but should provide a reasonable shape for data stored in
the obvious way.
The Adventure playfields looked squashed, so I added a simple row
duplication value.
Also, minor improvements to visualizers generally:
- Throw an exception, rather than an Assert, in VisBitmap8 when the
arguments are bad.
- Show the exception in the Visualization Edit dialog.
- If generation fails and we don't have an error message, show a
generic "stuff be broke" string.
- Set focus on OK button in Visualization Set Edit after editing,
so you can hit Enter twice after renaming a tag.
Various changes:
- Generally treat visualization sets like long comments and notes
when it comes to defining data region boundaries. (We were doing
this for selections; now we're also doing it for format-as-word
and in the data analyzer when scanning for strings/fill.)
- Clear the visualization cache when the address map is altered.
This is necessary for visualizers that dereference addresses.
- Read the Apple II screen image from a series of addresses rather
than a series of offsets. This allows it to work when the image
is contiguous in memory but split into chunks in the file.
- Put 1 pixel of padding around the images in the main code list,
so they don't blend into the background.
- Remember the last visualizer used, so we can re-use it the next
time the user selects "new".
- Move min-size hack from Loaded to ContentRendered, as it apparently
spoils CenterOwner placement.
Report visualization generation errors through an explicit
IApplication interface, instead of pulling messages out of the
DebugLog stream.
Declare that GetVisGenDescrs() is only called when the plugin is in
the "prepared" state, so that plugins can taylor the set based on
the contents of the file. (This could be used to set min/max on
the "offset" entries, but I want special handling for offsets, so
we might as well set it later.)
Various improvements:
- Switched to ReadOnlyDictionary in Visualization to make it clear
that the parameter dictionary should not be modified.
- Added a warning to the Visualization Set editor that appears when
there are no plugins that implement a visualizer.
- Make sure an item is selected in the set editor after edit/remove.
- Replaced the checkerboard background with one that's a little bit
more grey, so it's more distinct from white pixel data.
- Added a new Apple II hi-res color converter whose output more
closely matches KEGS and AppleWin RGB.
- Added VisHiRes.cs to some Apple II system definitions.
- Added some test bitmaps for Apple II hi-res to the test directory.
(These are not part of an automated test.)
Thumbnails are now visible in the main list and in the visualization
set editor. They're generated on first need, and regenerated when
the set of plugins changes.
Added a checkerboard background for the visualization editor bitmap
preview. (It looks all official now.)
The Visualization and Visualization Set editors are now fully
functional. You can create, edit, and rearrange sets, and they're
now stored in the project file.
Implemented Apple II hi-res bitmap conversion. Supports B&W and
color. Uses essentially the same algorithm as CiderPress.
Experimented with displaying non-text items in ListView. I assumed
it would work, since it's the sort of thing WPF is designed to do,
but it's always wise to approach with caution. Visualization Sets
now show a 64x64 button as a placeholder for the eventual thumbnail.
Some things were being flaky, which turned out to be because I
wasn't Prepare()ing the plugins before using them from Edit
Visualization. To make this a deterministic failure I added an
Unprepare() call that tells the plugin that we're all done.
NOTE: this breaks all existing plugins.
Added some rudimentary bitmap creation code. Got a test pattern
generated by the plugin to display in the app. (Most of the time
required for this was spent figuring out how bitmaps are handled
in WPF.)
Got parameter in/out working in EditVisualization dialog. Did some
rearranging in PluginCommon interfaces and data structures. Still
doesn't do anything useful.
Basic infrastructure for taking a list of parameters from a plugin
and turning it into a collection of UI controls, merging in values
from a Visualization object. Doesn't yet do anything useful.
WPF makes the hard things easy and the easy things hard. This was
a hard thing, so it was easy to do (with some helpful sample code).
Yay WPF?