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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.
264 lines
10 KiB
C#
264 lines
10 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.Media;
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using System.Windows.Media.Imaging;
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using CommonUtil;
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using PluginCommon;
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namespace SourceGen {
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/// <summary>
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/// Graphical visualization object. Useful for displaying 2D bitmaps and 3D objects.
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///
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/// This is generally immutable, except for the CachedImage field.
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/// </summary>
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/// <remarks>
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/// Immutability is useful here because the undo/redo mechanism operates at VisualizationSet
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/// granularity. We want to know that the undo/redo operations are operating on objects
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/// that weren't changed while sitting in the undo buffer.
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/// </remarks>
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public class Visualization {
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/// <summary>
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/// Unique user-specified tag. This may be any valid string that is at least two
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/// characters long after the leading and trailing whitespace have been trimmed.
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/// </summary>
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public string Tag { get; private set; }
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/// <summary>
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/// Name of visualization generator (extension script function).
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/// </summary>
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public string VisGenIdent { get; private set; }
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/// <summary>
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/// Parameters to be passed to the visualization generator.
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/// </summary>
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/// <remarks>
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/// We use a read-only dictionary to reinforce the idea that the plugin shouldn't be
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/// modifying the parameter dictionary.
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/// </remarks>
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public ReadOnlyDictionary<string, object> VisGenParams { get; private set; }
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/// <summary>
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/// Cached reference to 2D image, useful for thumbnails that we display in the
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/// code listing. Not serialized. This always has an image reference; in times
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/// of trouble it will point at BROKEN_IMAGE.
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/// </summary>
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/// <remarks>
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/// Because the underlying data never changes, we only need to regenerate the
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/// image if the set of active plugins changes.
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///
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/// For 2D bitmaps this should be close to a 1:1 representation of the original,
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/// subject to the limitations of the visualization generator. For other types of
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/// data (vector line art, 3D meshes) this is a "snapshot" to help the user identify
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/// the data.
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/// </remarks>
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public BitmapSource CachedImage { get; set; }
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/// <summary>
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/// Image overlaid on CachedImage. Used to identify thumbnails as animations.
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/// </summary>
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public BitmapSource OverlayImage { get; set; }
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/// <summary>
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/// True if CachedImage has something other than the default value.
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/// </summary>
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public bool HasImage {
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get {
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return CachedImage != BROKEN_IMAGE && CachedImage != ANIM_OVERLAY_IMAGE;
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}
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}
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/// <summary>
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/// Image to show when things are broken.
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/// </summary>
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public static readonly BitmapImage BROKEN_IMAGE =
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new BitmapImage(new Uri("pack://application:,,,/Res/RedX.png"));
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/// <summary>
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/// Image to overlay on animation visualizations.
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/// </summary>
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internal static readonly BitmapSource ANIM_OVERLAY_IMAGE =
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VisualizationAnimation.GenerateAnimOverlayImage();
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internal static readonly BitmapSource BLANK_IMAGE = GenerateBlankImage();
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/// <summary>
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/// Serial number, for reference from other Visualization objects. Not serialized.
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/// </summary>
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/// <remarks>
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/// This value is only valid in the current session. It exists because animations
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/// need to refer to other Visualization objects, and doing so by Tag gets sticky
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/// if a tag gets renamed. We need a way to uniquely identify a reference to a
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/// Visualization that persists across Tag renames and other edits. When the objects
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/// are serialized to the project file we just output the tags.
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/// </remarks>
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public int SerialNumber { get; private set; }
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/// <summary>
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/// Serial number source.
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/// </summary>
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private static int sNextSerial = 1000;
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/// <summary>
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/// Constructor for a new Visualization.
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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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public Visualization(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams)
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:this(tag, visGenIdent, visGenParams, null) { }
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/// <summary>
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/// Constructor for a replacement Visualization.
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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="oldObj">Visualization being replaced, or null if this is new.</param>
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public Visualization(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams, Visualization oldObj) {
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Debug.Assert(!string.IsNullOrEmpty(tag));
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Debug.Assert(!string.IsNullOrEmpty(visGenIdent));
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Debug.Assert(visGenParams != null);
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Tag = tag;
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VisGenIdent = visGenIdent;
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VisGenParams = visGenParams;
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CachedImage = BROKEN_IMAGE;
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OverlayImage = BLANK_IMAGE;
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if (oldObj == null) {
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// not worried about multiple threads
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SerialNumber = sNextSerial++;
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} else {
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Debug.Assert(oldObj.SerialNumber >= 0 && oldObj.SerialNumber < sNextSerial);
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SerialNumber = oldObj.SerialNumber;
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}
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Debug.WriteLine("NEW VIS: Serial=" + SerialNumber);
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}
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/// <summary>
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/// Updates the cached thumbnail image.
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/// </summary>
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/// <param name="vis2d">Visualization, or null to clear the thumbnail.</param>
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public void SetThumbnail(IVisualization2d vis2d) {
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if (vis2d == null) {
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CachedImage = BROKEN_IMAGE;
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} else {
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CachedImage = ConvertToBitmapSource(vis2d);
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}
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}
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/// <summary>
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/// Trims a tag, removing leading/trailing whitespace, and checks it for validity.
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/// </summary>
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/// <param name="tag">Tag to trim and validate.</param>
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/// <param name="isValid">Set to true if the tag is valid.</param>
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/// <returns>Trimmed tag string. Returns an empty string if tag is null.</returns>
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public static string TrimAndValidateTag(string tag, out bool isValid) {
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if (tag == null) {
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isValid = false;
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return string.Empty;
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}
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string trimTag = tag.Trim();
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if (trimTag.Length < 2) {
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isValid = false;
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} else {
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isValid = true;
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}
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return trimTag;
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}
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/// <summary>
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/// Converts an IVisualization2d to a BitmapSource for display.
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/// </summary>
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public static BitmapSource ConvertToBitmapSource(IVisualization2d vis2d) {
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// Create indexed color palette.
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int[] intPal = vis2d.GetPalette();
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List<Color> colors = new List<Color>(intPal.Length);
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foreach (int argb in intPal) {
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Color col = Color.FromArgb((byte)(argb >> 24), (byte)(argb >> 16),
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(byte)(argb >> 8), (byte)argb);
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colors.Add(col);
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}
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BitmapPalette palette = new BitmapPalette(colors);
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// indexed-color; see https://stackoverflow.com/a/15272528/294248 for direct color
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BitmapSource image = BitmapSource.Create(
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vis2d.Width,
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vis2d.Height,
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96.0,
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96.0,
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PixelFormats.Indexed8,
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palette,
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vis2d.GetPixels(),
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vis2d.Width);
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return image;
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}
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private static BitmapSource GenerateBlankImage() {
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RenderTargetBitmap bmp = new RenderTargetBitmap(1, 1, 96.0, 96.0,
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PixelFormats.Pbgra32);
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return bmp;
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}
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public override string ToString() {
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return "[Vis: " + Tag + " (" + VisGenIdent + ") count=" + VisGenParams.Count + "]";
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}
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public static bool operator ==(Visualization a, Visualization 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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// All fields must be equal (but we ignore CachedImage).
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if (a.Tag != b.Tag || a.VisGenIdent != b.VisGenIdent) {
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return false;
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}
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// Compare the vis gen parameter lists.
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if (a.VisGenParams == b.VisGenParams) {
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return true;
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}
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if (a.VisGenParams.Count != b.VisGenParams.Count) {
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return false;
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}
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return Container.CompareDicts(a.VisGenParams, b.VisGenParams);
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}
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public static bool operator !=(Visualization a, Visualization 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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return obj is Visualization && this == (Visualization)obj;
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}
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public override int GetHashCode() {
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// TODO(maybe): hash code should factor in VisGenParams items
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return Tag.GetHashCode() ^ VisGenIdent.GetHashCode() ^ VisGenParams.Count;
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}
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}
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}
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