mirror of
https://github.com/fadden/6502bench.git
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9c8afab2ea
Restoring the selection works pretty much like it used to, though I'm capping the total size of the selection because it goes into stupid-slow mode if you have too many elements. Getting the item that is at the top of the ListView is astoundingly obscure, due to the ListView's extreme generality. I make a simplifying assumption -- that we're using a VSP -- which allows us to use a simple vertical offset once we've dug the appropriate object out of the visual tree. (The alternative is to walk through the list of items and see what's on screen, or perform a hit test calculation in the upper left corner.) Yay WPF.
498 lines
19 KiB
C#
498 lines
19 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows;
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using System.Windows.Controls;
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using System.Windows.Data;
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using System.Windows.Documents;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using System.Windows.Shapes;
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using CommonWPF;
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namespace SourceGenWPF.ProjWin {
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/// <summary>
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/// Interaction logic for MainWindow.xaml
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/// </summary>
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public partial class MainWindow : Window, INotifyPropertyChanged {
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/// <summary>
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/// Disassembled code display list provided to XAML.
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/// </summary>
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public DisplayList CodeDisplayList { get; private set; }
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/// Version string, for display.
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/// </summary>
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public string ProgramVersionString {
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get { return App.ProgramVersion.ToString(); }
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}
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/// <summary>
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/// Reference to controller object.
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/// </summary>
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private MainController mMainCtrl;
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/// <summary>
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/// Analyzed selection state.
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/// </summary>
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private MainController.SelectionState mSelectionState;
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// Handle to protected ListView.SetSelectedItems() method
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private MethodInfo listViewSetSelectedItems;
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public MainWindow() {
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InitializeComponent();
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listViewSetSelectedItems = codeListView.GetType().GetMethod("SetSelectedItems",
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BindingFlags.NonPublic | BindingFlags.Instance);
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Debug.Assert(listViewSetSelectedItems != null);
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this.DataContext = this;
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CodeDisplayList = new DisplayList();
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codeListView.ItemsSource = CodeDisplayList;
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mMainCtrl = new MainController(this);
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AddMultiKeyGestures();
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//GridView gv = (GridView)codeListView.View;
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//gv.Columns[0].Width = 50;
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}
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private void AddMultiKeyGestures() {
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RoutedUICommand ruic;
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ruic = (RoutedUICommand)FindResource("HintAsCodeEntryPoint");
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ruic.InputGestures.Add(
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new MultiKeyInputGesture(new KeyGesture[] {
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new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
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new KeyGesture(Key.C, ModifierKeys.Control, "Ctrl+C")
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}));
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ruic = (RoutedUICommand)FindResource("HintAsDataStart");
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ruic.InputGestures.Add(
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new MultiKeyInputGesture(new KeyGesture[] {
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new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
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new KeyGesture(Key.D, ModifierKeys.Control, "Ctrl+D")
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}));
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ruic = (RoutedUICommand)FindResource("HintAsInlineData");
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ruic.InputGestures.Add(
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new MultiKeyInputGesture(new KeyGesture[] {
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new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
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new KeyGesture(Key.I, ModifierKeys.Control, "Ctrl+I")
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}));
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ruic = (RoutedUICommand)FindResource("RemoveHints");
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ruic.InputGestures.Add(
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new MultiKeyInputGesture(new KeyGesture[] {
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new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
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new KeyGesture(Key.R, ModifierKeys.Control, "Ctrl+R")
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}));
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}
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private void Window_Loaded(object sender, RoutedEventArgs e) {
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mMainCtrl.WindowLoaded();
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CreateCodeListContextMenu();
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#if DEBUG
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// Get more info on CollectionChanged events that do not agree with current
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// state of Items collection.
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PresentationTraceSources.SetTraceLevel(codeListView.ItemContainerGenerator,
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PresentationTraceLevel.High);
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#endif
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}
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private void CreateCodeListContextMenu() {
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// Find Actions menu.
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ItemCollection mainItems = this.appMenu.Items;
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MenuItem actionsMenu = null;
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foreach (object obj in mainItems) {
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if (!(obj is MenuItem)) {
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continue;
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}
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MenuItem mi = (MenuItem)obj;
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if (mi.Name.Equals("ActionsMenu")) {
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actionsMenu = mi;
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break;
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}
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}
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Debug.Assert(actionsMenu != null);
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// Clone the Actions menu into the codeListView context menu.
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ContextMenu ctxt = this.codeListView.ContextMenu;
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foreach (object item in actionsMenu.Items) {
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if (item is MenuItem) {
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MenuItem oldItem = (MenuItem)item;
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MenuItem newItem = new MenuItem();
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// I don't see a "clone" method, so just copy the fields we think we care about
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newItem.Name = oldItem.Name;
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newItem.Header = oldItem.Header;
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newItem.Icon = oldItem.Icon;
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newItem.InputGestureText = oldItem.InputGestureText;
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newItem.Command = oldItem.Command;
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ctxt.Items.Add(newItem);
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} else if (item is Separator) {
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ctxt.Items.Add(new Separator());
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} else {
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Debug.Assert(false, "Found weird thing in menu: " + item);
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}
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}
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}
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/// <summary>
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/// INotifyPropertyChanged event
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/// </summary>
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public event PropertyChangedEventHandler PropertyChanged;
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/// <summary>
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/// Call this when a notification-worthy property changes value.
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///
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/// The CallerMemberName attribute puts the calling property's name in the first arg.
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/// </summary>
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/// <param name="propertyName">Name of property that changed.</param>
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private void OnPropertyChanged([CallerMemberName] string propertyName = "") {
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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}
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private bool mShowCodeListView;
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/// <summary>
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/// Which panel are we showing, launchPanel or codeListView?
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/// </summary>
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public bool ShowCodeListView {
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get {
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return mShowCodeListView;
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}
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set {
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mShowCodeListView = value;
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OnPropertyChanged("LaunchPanelVisibility");
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OnPropertyChanged("CodeListVisibility");
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}
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}
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/// <summary>
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/// Returns the visibility status of the launch panel.
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/// (Intended for use from XAML.)
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/// </summary>
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public Visibility LaunchPanelVisibility {
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get { return mShowCodeListView ? Visibility.Hidden : Visibility.Visible; }
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}
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/// <summary>
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/// Returns the visibility status of the code ListView.
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/// (Intended for use from XAML.)
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/// </summary>
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public Visibility CodeListVisibility {
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get { return mShowCodeListView ? Visibility.Visible : Visibility.Hidden; }
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}
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#region Selection management
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private void CodeListView_SelectionChanged(object sender, SelectionChangedEventArgs e) {
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//DateTime startWhen = DateTime.Now;
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// Update the selected-item bitmap.
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CodeDisplayList.SelectedIndices.SelectionChanged(e);
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// Notify MainController that the selection has changed. This hands back an updated
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// selection summary, which is used for "can execute" methods.
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mMainCtrl.SelectionChanged(out mSelectionState);
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Debug.Assert(CodeDisplayList.SelectedIndices.DebugValidateSelectionCount(
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codeListView.SelectedItems.Count));
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//Debug.WriteLine("SelectionChanged took " +
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// (DateTime.Now - startWhen).TotalMilliseconds + " ms");
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}
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/// <summary>
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/// Returns the number of selected items.
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/// </summary>
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/// <returns>
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/// The SelectedItems list appears to hold the full set, so we can just return the count.
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/// </returns>
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public int GetSelectionCount() {
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return codeListView.SelectedItems.Count;
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}
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/// <summary>
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/// Returns the index of the first selected item, or -1 if nothing is selected.
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/// </summary>
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/// <remarks>
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/// The ListView.SelectedIndex property returns the index of a selected item, but
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/// doesn't make guarantees about first or last.
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///
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/// This would be easier if the ListView kept SelectedItems in sorted order. However,
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/// if you ctrl+click around you can get to a point where entry[0] is not the first
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/// and entry[count-1] is not the last selected item.
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///
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/// So we either have to walk the SelectedItems list or the DisplayListSelection array.
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/// For short selections the former will be faster than the later. I'm assuming the
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/// common cases will be short selections and select-all, so this should handle both
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/// efficiently.
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/// </remarks>
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public int GetFirstSelectedIndex() {
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int count = codeListView.SelectedItems.Count;
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if (count == 0) {
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return -1;
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} else if (count < 500) {
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int min = CodeDisplayList.Count;
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foreach (DisplayList.FormattedParts parts in codeListView.SelectedItems) {
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if (min > parts.ListIndex) {
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min = parts.ListIndex;
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}
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}
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Debug.Assert(min < CodeDisplayList.Count);
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return min;
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} else {
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return CodeDisplayList.SelectedIndices.GetFirstSelectedIndex();
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}
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}
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/// <summary>
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/// Returns the index of the last selected item, or -1 if nothing is selected.
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/// </summary>
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/// <remarks>
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/// Again, the ListView does not provide what we need.
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/// </remarks>
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public int GetLastSelectedIndex() {
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int count = codeListView.SelectedItems.Count;
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if (count == 0) {
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return -1;
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} else if (count < 500) {
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int max = -1;
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foreach (DisplayList.FormattedParts parts in codeListView.SelectedItems) {
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if (max < parts.ListIndex) {
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max = parts.ListIndex;
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}
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}
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Debug.Assert(max >= 0);
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return max;
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} else {
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return CodeDisplayList.SelectedIndices.GetLastSelectedIndex();
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}
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}
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/// <summary>
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/// Sets the code list selection.
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/// </summary>
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/// <param name="sel">Selection bitmap.</param>
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public void SetSelection(DisplayListSelection sel) {
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const int MAX_SEL_COUNT = 2000;
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if (sel.IsAllSelected()) {
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codeListView.SelectAll();
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return;
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}
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Debug.Assert(codeListView.SelectedItems.Count == 0); // expected
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codeListView.SelectedItems.Clear(); // just in case
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if (sel.Count > MAX_SEL_COUNT) {
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// Too much for WPF -- only restore the first item.
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Debug.WriteLine("Not restoring selection (" + sel.Count + " items)");
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codeListView.SelectedItems.Add(CodeDisplayList[sel.GetFirstSelectedIndex()]);
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return;
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}
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//DateTime startWhen = DateTime.Now;
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DisplayList.FormattedParts[] tmpArray = new DisplayList.FormattedParts[sel.Count];
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int ai = 0;
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foreach (int listIndex in sel) {
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tmpArray[ai++] = CodeDisplayList[listIndex];
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}
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// Use a reflection call to provide the full set. This is much faster than
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// adding the items one at a time to SelectedItems. (For one thing, it only
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// invokes the SelectionChanged method once.)
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listViewSetSelectedItems.Invoke(codeListView, new object[] { tmpArray });
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//Debug.WriteLine("SetSelection on " + sel.Count + " items took " +
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// (DateTime.Now - startWhen).TotalMilliseconds + " ms");
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}
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public int GetCodeListTopIndex() {
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return codeListView.GetTopItemIndex();
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}
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public void SetCodeListTopIndex(int index) {
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// ScrollIntoView does the least amount of scrolling required. This extension
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// method scrolls to the bottom, then scrolls back up to the top item.
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//
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// NOTE: it looks like scroll-to-bottom (which is done directly on the
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// ScrollViewer) happens immediately, whiel scroll-to-item (which is done via the
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// ListView) kicks in later. So don't try to check the topmost item immediately.
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codeListView.ScrollToTopItem(CodeDisplayList[index]);
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}
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#endregion Selection management
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#region Can-execute handlers
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/// <summary>
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/// Returns true if the project is open. Intended for use in XAML CommandBindings.
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/// </summary>
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private void IsProjectOpen(object sender, CanExecuteRoutedEventArgs e) {
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e.CanExecute = mMainCtrl.IsProjectOpen();
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}
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private void CanHintAsCodeEntryPoint(object sender, CanExecuteRoutedEventArgs e) {
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MainController.EntityCounts counts = mSelectionState.mEntityCounts;
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e.CanExecute = mMainCtrl.IsProjectOpen() &&
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(counts.mDataLines > 0 || counts.mCodeLines > 0) &&
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(counts.mDataHints != 0 || counts.mInlineDataHints != 0 || counts.mNoHints != 0);
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}
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private void CanHintAsDataStart(object sender, CanExecuteRoutedEventArgs e) {
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MainController.EntityCounts counts = mSelectionState.mEntityCounts;
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e.CanExecute = mMainCtrl.IsProjectOpen() &&
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(counts.mDataLines > 0 || counts.mCodeLines > 0) &&
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(counts.mCodeHints != 0 || counts.mInlineDataHints != 0 || counts.mNoHints != 0);
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}
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private void CanHintAsInlineData(object sender, CanExecuteRoutedEventArgs e) {
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MainController.EntityCounts counts = mSelectionState.mEntityCounts;
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e.CanExecute = mMainCtrl.IsProjectOpen() &&
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(counts.mDataLines > 0 || counts.mCodeLines > 0) &&
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(counts.mCodeHints != 0 || counts.mDataHints != 0 || counts.mNoHints != 0);
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}
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private void CanRemoveHints(object sender, CanExecuteRoutedEventArgs e) {
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MainController.EntityCounts counts = mSelectionState.mEntityCounts;
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e.CanExecute = mMainCtrl.IsProjectOpen() &&
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(counts.mDataLines > 0 || counts.mCodeLines > 0) &&
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(counts.mCodeHints != 0 || counts.mDataHints != 0 || counts.mInlineDataHints != 0);
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}
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#endregion Can-execute handlers
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#region Command handlers
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private void AssembleCmd_Executed(object sender, ExecutedRoutedEventArgs e) {
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// test
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Debug.WriteLine("assembling");
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}
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private void CloseCmd_Executed(object sender, ExecutedRoutedEventArgs e) {
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if (!mMainCtrl.CloseProject()) {
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Debug.WriteLine("Close canceled");
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}
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}
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private void HintAsCodeEntryPoint_Executed(object sender, ExecutedRoutedEventArgs e) {
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Debug.WriteLine("hint as code entry point");
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mMainCtrl.MarkAsType(CodeAnalysis.TypeHint.Code, true);
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}
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private void HintAsDataStart_Executed(object sender, ExecutedRoutedEventArgs e) {
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Debug.WriteLine("hint as data start");
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mMainCtrl.MarkAsType(CodeAnalysis.TypeHint.Data, true);
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}
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private void HintAsInlineData_Executed(object sender, ExecutedRoutedEventArgs e) {
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Debug.WriteLine("hint as inline data");
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mMainCtrl.MarkAsType(CodeAnalysis.TypeHint.InlineData, false);
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}
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private void RemoveHints_Executed(object sender, ExecutedRoutedEventArgs e) {
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Debug.WriteLine("remove hints");
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mMainCtrl.MarkAsType(CodeAnalysis.TypeHint.NoHint, false);
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}
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private void SelectAllCmd_Executed(object sender, ExecutedRoutedEventArgs e) {
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DateTime start = DateTime.Now;
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codeListView.SelectAll();
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//codeListView.SelectedItems.Clear();
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//foreach (var item in codeListView.Items) {
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// codeListView.SelectedItems.Add(item);
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//}
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// This seems to be faster than setting items individually (10x), but is still O(n^2)
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// or worse, and hence unsuitable for very large lists.
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//codeListView.SelectedItems.Clear();
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//listViewSetSelectedItems.Invoke(codeListView, new object[] { codeListView.Items });
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Debug.WriteLine("Select All cmd: " + (DateTime.Now - start).TotalMilliseconds + " ms");
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}
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private void RecentProjectCmd_Executed(object sender, ExecutedRoutedEventArgs e) {
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if (!int.TryParse((string)e.Parameter, out int recentIndex) ||
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recentIndex < 0 || recentIndex >= MainController.MAX_RECENT_PROJECTS) {
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throw new Exception("Bad parameter: " + e.Parameter);
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}
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Debug.WriteLine("Recent project #" + recentIndex);
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mMainCtrl.OpenRecentProject(recentIndex);
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}
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#endregion Command handlers
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#region Info panel
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/// <summary>
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/// Text to display in the Info panel. This is a simple TextBox.
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/// </summary>
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public string InfoPanelContents {
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get {
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return mInfoBoxContents;
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}
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set {
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mInfoBoxContents = value;
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OnPropertyChanged();
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}
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}
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private string mInfoBoxContents;
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#endregion Info panel
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#region References panel
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public class ReferencesListItem {
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public string Offset { get; private set; }
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public string Addr { get; private set; }
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public string Type { get; private set; }
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public ReferencesListItem(string offset, string addr, string type) {
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Offset = offset;
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Addr = addr;
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Type = type;
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}
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public override string ToString() {
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return "[ReferencesListItem: off=" + Offset + " addr=" + Addr + " type=" +
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Type + "]";
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}
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}
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public ObservableCollection<ReferencesListItem> ReferencesList { get; private set; } =
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new ObservableCollection<ReferencesListItem>();
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#endregion References panel
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}
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}
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