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mirror of https://github.com/fadden/6502bench.git synced 2024-07-14 05:28:55 +00:00
6502bench/SourceGen/VisualizationAnimation.cs
Andy McFadden 5a88a805d0 Fix proportions for animated GIFs
As with still images, animations are rendered at original size and
then scaled with HTML properties.

Also, fixed the blurry scaling on animation thumbnails.  I couldn't
find a way to do nearest-neighbor scaling in the code-behind without
resorting to System.Drawing (WinForms), so I added an overlay image
to the various grids.
2019-12-25 10:28:40 -08:00

236 lines
9.3 KiB
C#

/*
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
namespace SourceGen {
/// <summary>
/// A visualization with animated contents.
/// </summary>
/// <remarks>
/// References to Visualization objects (such as a 3D mesh or list of bitmaps) are held
/// here. The VisGenParams property holds animation properties, such as frame rate and
/// view angles.
///
/// As with the base class, instances are generally immutable for the benefit of undo/redo.
/// </remarks>
public class VisualizationAnimation : Visualization {
/// <summary>
/// Frame delay parameter.
/// </summary>
public const string FRAME_DELAY_MSEC_PARAM = "frame-delay-msec";
/// <summary>
/// Fake visualization generation identifier.
/// </summary>
public const string ANIM_VIS_GEN = "(animation)";
/// <summary>
/// Serial numbers of visualizations, e.g. bitmap frames.
/// </summary>
/// <remarks>
/// We don't reference the Visualization objects directly because they might get
/// edited (e.g. the tag gets renamed), which replaces them with a new object with
/// the same serial number. We don't do things like renames in place because that
/// makes undo/redo harder.
///
/// (We could reference the Visualization objects and then do a serial number lookup
/// before using it. Some opportunities for optimization should the need arise. This
/// might also allow us to avoid exposing the serial number as a public property, though
/// there's not much advantage to that.)
/// </remarks>
private List<int> mSerialNumbers;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="tag">Unique identifier.</param>
/// <param name="visGenIdent">Visualization generator identifier.</param>
/// <param name="visGenParams">Parameters for visualization generator.</param>
/// <param name="visSerialNumbers">Serial numbers of referenced Visualizations.</param>
public VisualizationAnimation(string tag, string visGenIdent,
ReadOnlyDictionary<string, object> visGenParams, List<int> visSerialNumbers,
VisualizationAnimation oldObj)
: base(tag, visGenIdent, visGenParams, oldObj) {
Debug.Assert(visSerialNumbers != null);
// Make a copy of the list.
mSerialNumbers = new List<int>(visSerialNumbers.Count);
foreach (int serial in visSerialNumbers) {
mSerialNumbers.Add(serial);
}
CachedImage = BLANK_IMAGE;
OverlayImage = ANIM_OVERLAY_IMAGE;
}
/// <summary>
/// Generates a cached image for the animation.
/// </summary>
/// <remarks>
/// Currently just using the first frame. We could do fancy things, like make a
/// poster with the first N images.
/// </remarks>
/// <param name="visSets">List of visualization sets.</param>
public void GenerateImage(SortedList<int, VisualizationSet> visSets) {
CachedImage = BLANK_IMAGE;
if (mSerialNumbers.Count == 0) {
return;
}
Visualization vis = VisualizationSet.FindVisualizationBySerial(visSets,
mSerialNumbers[0]);
if (vis != null) {
CachedImage = vis.CachedImage;
}
}
/// <summary>
/// The number of Visualizations linked from this animation.
/// </summary>
/// <remarks>
/// Visualizations may appear more than once in the list. Each instance is counted.
/// </remarks>
public int Count {
get { return mSerialNumbers.Count; }
}
/// <summary>
/// Indexes the serial number list.
/// </summary>
public int this[int index] {
get {
return mSerialNumbers[index];
}
}
/// <summary>
/// Returns true if this visualization holds a reference to the specified serial number.
/// </summary>
public bool ContainsSerial(int serial) {
// Linear search. We don't do this a lot and our lists our short, so okay for now.
foreach (int ser in mSerialNumbers) {
if (ser == serial) {
return true;
}
}
return false;
}
/// <summary>
/// Strips serial numbers out of the list.
/// </summary>
/// <param name="visAnim">Object to strip serial numbers from.</param>
/// <param name="removedSerials">List of serial numbers to remove.</param>
/// <param name="newAnim">Object with changes, or null if nothing changed.</param>
/// <returns>True if something was actually removed.</returns>
public static bool StripEntries(VisualizationAnimation visAnim, List<int> removedSerials,
out VisualizationAnimation newAnim) {
bool somethingRemoved = false;
// Both sets should be small, so not worried about O(m*n).
List<int> newSerials = new List<int>(visAnim.mSerialNumbers.Count);
foreach (int serial in visAnim.mSerialNumbers) {
if (removedSerials.Contains(serial)) {
Debug.WriteLine("Removing serial #" + serial + " from " + visAnim.Tag);
somethingRemoved = true;
continue;
}
newSerials.Add(serial);
}
if (somethingRemoved) {
newAnim = new VisualizationAnimation(visAnim.Tag, visAnim.VisGenIdent,
visAnim.VisGenParams, newSerials, visAnim);
} else {
newAnim = null;
}
return somethingRemoved;
}
public static BitmapSource GenerateAnimOverlayImage() {
const int IMAGE_SIZE = 128;
// Glowy "high tech" blue.
SolidColorBrush outlineBrush = new SolidColorBrush(Color.FromArgb(255, 0, 216, 255));
SolidColorBrush fillBrush = new SolidColorBrush(Color.FromArgb(128, 0, 182, 215));
DrawingVisual visual = new DrawingVisual();
using (DrawingContext dc = visual.RenderOpen()) {
// Thanks: https://stackoverflow.com/a/29249100/294248
Point p1 = new Point(IMAGE_SIZE * 5 / 8, IMAGE_SIZE / 2);
Point p2 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE / 4);
Point p3 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE * 3 / 4);
StreamGeometry sg = new StreamGeometry();
using (StreamGeometryContext sgc = sg.Open()) {
sgc.BeginFigure(p1, true, true);
PointCollection points = new PointCollection() { p2, p3 };
sgc.PolyLineTo(points, true, true);
}
sg.Freeze();
dc.DrawGeometry(fillBrush, new Pen(outlineBrush, 3), sg);
}
RenderTargetBitmap bmp = new RenderTargetBitmap(IMAGE_SIZE, IMAGE_SIZE, 96.0, 96.0,
PixelFormats.Pbgra32);
bmp.Render(visual);
return bmp;
}
public static bool operator ==(VisualizationAnimation a, VisualizationAnimation b) {
if (ReferenceEquals(a, b)) {
return true; // same object, or both null
}
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) {
return false; // one is null
}
return a.Equals(b);
}
public static bool operator !=(VisualizationAnimation a, VisualizationAnimation b) {
return !(a == b);
}
public override bool Equals(object obj) {
if (!(obj is VisualizationAnimation)) {
return false;
}
// Do base-class equality comparison and the ReferenceEquals check.
if (!base.Equals(obj)) {
return false;
}
VisualizationAnimation other = (VisualizationAnimation)obj;
if (other.mSerialNumbers.Count != mSerialNumbers.Count) {
return false;
}
for (int i = 0; i < mSerialNumbers.Count; i++) {
if (other.mSerialNumbers[i] != mSerialNumbers[i]) {
return false;
}
}
return true;
}
public override int GetHashCode() {
return base.GetHashCode() ^ mSerialNumbers.Count; // weak
}
}
}