1
0
mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-13 05:48:35 +00:00
Artemis/src/Artemis.Core/Models/Profile/RenderProfileElement.cs

407 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Artemis.Core.LayerEffects;
using Artemis.Core.LayerEffects.Placeholder;
using Artemis.Storage.Entities.Profile;
using Artemis.Storage.Entities.Profile.Abstract;
using Artemis.Storage.Entities.Profile.Conditions;
using SkiaSharp;
namespace Artemis.Core;
/// <summary>
/// Represents an element of a <see cref="Profile" /> that has advanced rendering capabilities
/// </summary>
public abstract class RenderProfileElement : ProfileElement
{
private SKRectI _bounds;
private SKPath? _path;
internal RenderProfileElement(ProfileElement parent, Profile profile) : base(profile)
{
_layerEffects = new List<BaseLayerEffect>();
_displayCondition = new AlwaysOnCondition(this);
Timeline = new Timeline();
LayerEffects = new ReadOnlyCollection<BaseLayerEffect>(_layerEffects);
Parent = parent ?? throw new ArgumentNullException(nameof(parent));
LayerEffectStore.LayerEffectAdded += LayerEffectStoreOnLayerEffectAdded;
LayerEffectStore.LayerEffectRemoved += LayerEffectStoreOnLayerEffectRemoved;
}
/// <summary>
/// Gets a boolean indicating whether this render element and its layers/brushes are enabled
/// </summary>
public bool Enabled { get; protected set; }
/// <summary>
/// Gets a boolean indicating whether this render element and its layers/brushes should be enabled
/// </summary>
public abstract bool ShouldBeEnabled { get; }
/// <summary>
/// Creates a list of all layer properties present on this render element
/// </summary>
/// <returns>A list of all layer properties present on this render element</returns>
public abstract List<ILayerProperty> GetAllLayerProperties();
/// <summary>
/// Occurs when a layer effect has been added or removed to this render element
/// </summary>
public event EventHandler? LayerEffectsUpdated;
/// <summary>
/// Overrides the main timeline to the specified time and clears any extra time lines
/// </summary>
/// <param name="position">The position to set the timeline to</param>
public abstract void OverrideTimelineAndApply(TimeSpan position);
/// <inheritdoc />
protected override void Dispose(bool disposing)
{
LayerEffectStore.LayerEffectAdded -= LayerEffectStoreOnLayerEffectAdded;
LayerEffectStore.LayerEffectRemoved -= LayerEffectStoreOnLayerEffectRemoved;
foreach (BaseLayerEffect baseLayerEffect in LayerEffects)
baseLayerEffect.Dispose();
if (DisplayCondition is IDisposable disposable)
disposable.Dispose();
base.Dispose(disposing);
}
internal void LoadRenderElement()
{
Timeline = RenderElementEntity.Timeline != null
? new Timeline(RenderElementEntity.Timeline)
: new Timeline();
DisplayCondition = RenderElementEntity.DisplayCondition switch
{
AlwaysOnConditionEntity entity => new AlwaysOnCondition(entity, this),
PlayOnceConditionEntity entity => new PlayOnceCondition(entity, this),
StaticConditionEntity entity => new StaticCondition(entity, this),
EventConditionEntity entity => new EventCondition(entity, this),
_ => DisplayCondition
};
LoadLayerEffects();
}
internal void SaveRenderElement()
{
RenderElementEntity.LayerEffects.Clear();
foreach (BaseLayerEffect baseLayerEffect in LayerEffects)
{
baseLayerEffect.Save();
RenderElementEntity.LayerEffects.Add(baseLayerEffect.LayerEffectEntity);
}
// Condition
DisplayCondition?.Save();
RenderElementEntity.DisplayCondition = DisplayCondition?.Entity;
// Timeline
RenderElementEntity.Timeline = Timeline?.Entity;
Timeline?.Save();
}
internal void LoadNodeScript()
{
if (DisplayCondition is INodeScriptCondition scriptCondition)
scriptCondition.LoadNodeScript();
foreach (ILayerProperty layerProperty in GetAllLayerProperties())
layerProperty.BaseDataBinding.LoadNodeScript();
}
private void OnLayerEffectsUpdated()
{
LayerEffectsUpdated?.Invoke(this, EventArgs.Empty);
}
#region Timeline
/// <summary>
/// Gets the timeline associated with this render element
/// </summary>
public Timeline Timeline { get; private set; }
/// <summary>
/// Updates the <see cref="Timeline" /> according to the provided <paramref name="deltaTime" /> and current display
/// condition
/// </summary>
protected void UpdateTimeline(double deltaTime)
{
DisplayCondition.UpdateTimeline(deltaTime);
}
#endregion
#region Properties
internal abstract RenderElementEntity RenderElementEntity { get; }
/// <summary>
/// Gets the parent of this element
/// </summary>
public new ProfileElement Parent
{
get => base.Parent!;
internal set
{
base.Parent = value;
OnPropertyChanged(nameof(Parent));
}
}
/// <summary>
/// Gets the path containing all the LEDs this entity is applied to, any rendering outside the entity Path is
/// clipped.
/// </summary>
public SKPath? Path
{
get => _path;
protected set
{
SetAndNotify(ref _path, value);
// I can't really be sure about the performance impact of calling Bounds often but
// SkiaSharp calls SkiaApi.sk_path_get_bounds (Handle, &rect); which sounds expensive
Bounds = SKRectI.Round(value?.Bounds ?? SKRect.Empty);
}
}
/// <summary>
/// The bounds of this entity
/// </summary>
public SKRectI Bounds
{
get => _bounds;
private set => SetAndNotify(ref _bounds, value);
}
#endregion
#region State
/// <summary>
/// Enables the render element and its brushes and effects
/// </summary>
public abstract void Disable();
/// <summary>
/// Disables the render element and its brushes and effects
/// </summary>
public abstract void Enable();
#endregion
#region Effect management
private readonly List<BaseLayerEffect> _layerEffects;
/// <summary>
/// Gets a read-only collection of the layer effects on this entity
/// </summary>
public ReadOnlyCollection<BaseLayerEffect> LayerEffects { get; }
/// <summary>
/// Adds a the provided layer effect to the render profile element
/// </summary>
/// <param name="layerEffect">The effect to add.</param>
public void AddLayerEffect(BaseLayerEffect layerEffect)
{
if (layerEffect == null)
throw new ArgumentNullException(nameof(layerEffect));
// Ensure something needs to be done
if (_layerEffects.Contains(layerEffect))
return;
// Make sure the layer effect is tied to this element
layerEffect.ProfileElement = this;
// If the element is enabled, enable the effect before adding it
if (Enabled)
{
layerEffect.InternalEnable();
layerEffect.Update(0);
}
_layerEffects.Add(layerEffect);
// Update the order on the effects
OrderEffects();
OnLayerEffectsUpdated();
}
/// <summary>
/// Removes the provided layer effect.
/// </summary>
/// <param name="layerEffect">The effect to remove.</param>
public void RemoveLayerEffect(BaseLayerEffect layerEffect)
{
if (layerEffect == null)
throw new ArgumentNullException(nameof(layerEffect));
// Ensure something needs to be done
if (!_layerEffects.Contains(layerEffect))
return;
// Remove the effect from the layer
_layerEffects.Remove(layerEffect);
// Disable the effect after removing it
layerEffect.InternalDisable();
// Update the order on the remaining effects
OrderEffects();
OnLayerEffectsUpdated();
}
private void LoadLayerEffects()
{
foreach (BaseLayerEffect baseLayerEffect in _layerEffects)
baseLayerEffect.Dispose();
_layerEffects.Clear();
foreach (LayerEffectEntity layerEffectEntity in RenderElementEntity.LayerEffects.OrderBy(e => e.Order))
LoadLayerEffect(layerEffectEntity);
}
private void LoadLayerEffect(LayerEffectEntity layerEffectEntity)
{
LayerEffectDescriptor? descriptor = LayerEffectStore.Get(layerEffectEntity.ProviderId, layerEffectEntity.EffectType)?.LayerEffectDescriptor;
BaseLayerEffect layerEffect;
// Create an instance with the descriptor
if (descriptor != null)
{
layerEffect = descriptor.CreateInstance(this, layerEffectEntity);
}
// If no descriptor was found and there was no existing placeholder, create a placeholder
else
{
descriptor = PlaceholderLayerEffectDescriptor.Create();
layerEffect = descriptor.CreateInstance(this, layerEffectEntity);
}
_layerEffects.Add(layerEffect);
}
private void ReplaceLayerEffectWithPlaceholder(BaseLayerEffect layerEffect)
{
int index = _layerEffects.IndexOf(layerEffect);
if (index == -1)
return;
LayerEffectDescriptor descriptor = PlaceholderLayerEffectDescriptor.Create();
BaseLayerEffect placeholder = descriptor.CreateInstance(this, layerEffect.LayerEffectEntity);
_layerEffects[index] = placeholder;
layerEffect.Dispose();
OnLayerEffectsUpdated();
}
private void ReplacePlaceholderWithLayerEffect(PlaceholderLayerEffect placeholder)
{
int index = _layerEffects.IndexOf(placeholder);
if (index == -1)
return;
LayerEffectDescriptor? descriptor = LayerEffectStore.Get(placeholder.OriginalEntity.ProviderId, placeholder.OriginalEntity.EffectType)?.LayerEffectDescriptor;
if (descriptor == null)
throw new ArtemisCoreException("Can't replace a placeholder effect because the real effect isn't available.");
BaseLayerEffect layerEffect = descriptor.CreateInstance(this, placeholder.OriginalEntity);
_layerEffects[index] = layerEffect;
placeholder.Dispose();
OnLayerEffectsUpdated();
}
private void OrderEffects()
{
int index = 0;
foreach (BaseLayerEffect baseLayerEffect in LayerEffects.OrderBy(e => e.Order))
{
baseLayerEffect.Order = index + 1;
index++;
}
_layerEffects.Sort((a, b) => a.Order.CompareTo(b.Order));
}
private void LayerEffectStoreOnLayerEffectRemoved(object? sender, LayerEffectStoreEvent e)
{
// Find effects that just got disabled and replace them with placeholders
List<BaseLayerEffect> affectedLayerEffects = _layerEffects.Where(e.Registration.Matches).ToList();
if (!affectedLayerEffects.Any())
return;
foreach (BaseLayerEffect baseLayerEffect in affectedLayerEffects)
ReplaceLayerEffectWithPlaceholder(baseLayerEffect);
OnLayerEffectsUpdated();
}
private void LayerEffectStoreOnLayerEffectAdded(object? sender, LayerEffectStoreEvent e)
{
// Find placeholders that just got enabled and replace them with real effects
List<PlaceholderLayerEffect> affectedPlaceholders = LayerEffects
.Where(l => l is PlaceholderLayerEffect ph && e.Registration.Matches(ph))
.Cast<PlaceholderLayerEffect>()
.ToList();
if (!affectedPlaceholders.Any())
return;
foreach (PlaceholderLayerEffect placeholderLayerEffect in affectedPlaceholders)
ReplacePlaceholderWithLayerEffect(placeholderLayerEffect);
OnLayerEffectsUpdated();
}
#endregion
#region Conditions
/// <summary>
/// Gets whether the display conditions applied to this layer where met or not during last update
/// <para>Always true if the layer has no display conditions</para>
/// </summary>
public bool DisplayConditionMet
{
get => _displayConditionMet;
private set => SetAndNotify(ref _displayConditionMet, value);
}
private bool _displayConditionMet;
/// <summary>
/// Gets or sets the display condition used to determine whether this element is active or not
/// </summary>
public ICondition DisplayCondition
{
get => _displayCondition;
set => SetAndNotify(ref _displayCondition, value);
}
private ICondition _displayCondition;
/// <summary>
/// Evaluates the display conditions on this element and applies any required changes to the <see cref="Timeline" />
/// </summary>
public void UpdateDisplayCondition()
{
if (Suspended)
{
DisplayConditionMet = false;
return;
}
DisplayCondition.Update();
DisplayConditionMet = DisplayCondition.IsMet;
}
#endregion
}