mirror of
https://github.com/fadden/6502bench.git
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b68e39ab6b
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.
207 lines
7.9 KiB
C#
207 lines
7.9 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.Diagnostics;
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using System.Text;
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using System.Windows;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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namespace SourceGen {
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/// <summary>
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/// A visualization with animated contents.
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/// </summary>
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/// <remarks>
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/// This has a list of references to Visualization objects. The cached images are
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/// displayed in sequence, at a rate determined by animation parameters also held here.
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///
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/// As with the base class, instances are generally immutable for the benefit of undo/redo.
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/// </remarks>
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public class VisBitmapAnimation : Visualization {
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/// <summary>
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/// Frame delay parameter.
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/// </summary>
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public const string P_FRAME_DELAY_MSEC_PARAM = "_frameDelayMsec";
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public const string P_FRAME_DELAY_MSEC_PARAM_OLD = "frame-delay-msec";
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/// <summary>
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/// Fake visualization generation identifier.
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/// </summary>
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public const string ANIM_VIS_GEN = "(animation)";
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/// <summary>
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/// Serial numbers of visualizations, e.g. bitmap frames.
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/// </summary>
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/// <remarks>
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/// We don't reference the Visualization objects directly because they might get
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/// edited (e.g. the tag gets renamed), which replaces them with a new object with
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/// the same serial number. We don't do things like renames in place because that
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/// makes undo/redo harder.
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///
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/// (We could reference the Visualization objects and then do a serial number lookup
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/// before using it. Some opportunities for optimization should the need arise. This
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/// might also allow us to avoid exposing the serial number as a public property, though
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/// there's not much advantage to that.)
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/// </remarks>
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private List<int> mSerialNumbers;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="tag">Unique identifier.</param>
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/// <param name="visGenIdent">Visualization generator identifier.</param>
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/// <param name="visGenParams">Parameters for visualization generator.</param>
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/// <param name="visSerialNumbers">Serial numbers of referenced Visualizations.</param>
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public VisBitmapAnimation(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams, VisBitmapAnimation oldObj,
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List<int> visSerialNumbers)
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: base(tag, visGenIdent, visGenParams, oldObj) {
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Debug.Assert(visSerialNumbers != null);
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// Make a copy of the list.
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mSerialNumbers = new List<int>(visSerialNumbers.Count);
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foreach (int serial in visSerialNumbers) {
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mSerialNumbers.Add(serial);
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}
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CachedImage = BLANK_IMAGE;
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OverlayImage = ANIM_OVERLAY_IMAGE;
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}
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/// <summary>
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/// Generates a cached image for the animation.
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/// </summary>
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/// <remarks>
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/// Currently just using the first frame. We could do fancy things, like make a
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/// poster with the first N images.
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/// </remarks>
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/// <param name="visSets">List of visualization sets.</param>
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public void GenerateImage(SortedList<int, VisualizationSet> visSets) {
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CachedImage = BLANK_IMAGE;
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if (mSerialNumbers.Count == 0) {
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return;
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}
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Visualization vis = VisualizationSet.FindVisualizationBySerial(visSets,
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mSerialNumbers[0]);
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if (vis != null) {
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CachedImage = vis.CachedImage;
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}
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}
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/// <summary>
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/// The number of Visualizations linked from this animation.
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/// </summary>
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/// <remarks>
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/// Visualizations may appear more than once in the list. Each instance is counted.
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/// </remarks>
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public int Count {
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get { return mSerialNumbers.Count; }
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}
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/// <summary>
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/// Indexes the serial number list.
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/// </summary>
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public int this[int index] {
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get {
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return mSerialNumbers[index];
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}
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}
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/// <summary>
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/// Returns true if this visualization holds a reference to the specified serial number.
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/// </summary>
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public bool ContainsSerial(int serial) {
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// Linear search. We don't do this a lot and our lists our short, so okay for now.
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foreach (int ser in mSerialNumbers) {
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if (ser == serial) {
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Strips serial numbers out of the list.
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/// </summary>
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/// <param name="visAnim">Object to strip serial numbers from.</param>
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/// <param name="removedSerials">List of serial numbers to remove.</param>
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/// <param name="newAnim">Object with changes, or null if nothing changed.</param>
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/// <returns>True if something was actually removed.</returns>
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public static bool StripEntries(VisBitmapAnimation visAnim, List<int> removedSerials,
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out VisBitmapAnimation newAnim) {
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bool somethingRemoved = false;
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// Both sets should be small, so not worried about O(m*n).
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List<int> newSerials = new List<int>(visAnim.mSerialNumbers.Count);
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foreach (int serial in visAnim.mSerialNumbers) {
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if (removedSerials.Contains(serial)) {
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Debug.WriteLine("Removing serial #" + serial + " from " + visAnim.Tag);
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somethingRemoved = true;
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continue;
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}
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newSerials.Add(serial);
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}
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if (somethingRemoved) {
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newAnim = new VisBitmapAnimation(visAnim.Tag, visAnim.VisGenIdent,
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visAnim.VisGenParams, visAnim, newSerials);
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} else {
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newAnim = null;
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}
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return somethingRemoved;
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}
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public static bool operator ==(VisBitmapAnimation a, VisBitmapAnimation b) {
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if (ReferenceEquals(a, b)) {
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return true; // same object, or both null
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}
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if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) {
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return false; // one is null
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}
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return a.Equals(b);
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}
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public static bool operator !=(VisBitmapAnimation a, VisBitmapAnimation b) {
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return !(a == b);
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}
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public override bool Equals(object obj) {
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if (!(obj is VisBitmapAnimation)) {
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return false;
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}
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// Do base-class equality comparison and the ReferenceEquals check.
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if (!base.Equals(obj)) {
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return false;
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}
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VisBitmapAnimation other = (VisBitmapAnimation)obj;
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if (other.mSerialNumbers.Count != mSerialNumbers.Count) {
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return false;
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}
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for (int i = 0; i < mSerialNumbers.Count; i++) {
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if (other.mSerialNumbers[i] != mSerialNumbers[i]) {
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return false;
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}
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}
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return true;
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}
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public override int GetHashCode() {
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return base.GetHashCode() ^ mSerialNumbers.Count; // weak
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}
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}
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}
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