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mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-13 05:48:35 +00:00

407 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Artemis.Core.Extensions;
using Artemis.Core.Models.Profile.LayerProperties.Attributes;
using Artemis.Core.Models.Profile.LayerShapes;
using Artemis.Core.Models.Surface;
using Artemis.Core.Plugins.LayerBrush;
using Artemis.Core.Services;
using Artemis.Core.Services.Interfaces;
using Artemis.Storage.Entities.Profile;
using SkiaSharp;
namespace Artemis.Core.Models.Profile
{
/// <summary>
/// Represents a layer on a profile. To create new layers use the <see cref="LayerService" /> by injecting
/// <see cref="ILayerService" /> into your code
/// </summary>
public sealed class Layer : ProfileElement
{
private LayerShape _layerShape;
private List<ArtemisLed> _leds;
private SKPath _path;
internal Layer(Profile profile, ProfileElement parent, string name)
{
LayerEntity = new LayerEntity();
EntityId = Guid.NewGuid();
Profile = profile;
Parent = parent;
Name = name;
General = new LayerGeneralProperties {IsCorePropertyGroup = true};
Transform = new LayerTransformProperties {IsCorePropertyGroup = true};
_leds = new List<ArtemisLed>();
}
internal Layer(Profile profile, ProfileElement parent, LayerEntity layerEntity)
{
LayerEntity = layerEntity;
EntityId = layerEntity.Id;
Profile = profile;
Parent = parent;
Name = layerEntity.Name;
Order = layerEntity.Order;
General = new LayerGeneralProperties {IsCorePropertyGroup = true};
Transform = new LayerTransformProperties {IsCorePropertyGroup = true};
_leds = new List<ArtemisLed>();
}
internal LayerEntity LayerEntity { get; set; }
/// <summary>
/// A collection of all the LEDs this layer is assigned to.
/// </summary>
public ReadOnlyCollection<ArtemisLed> Leds => _leds.AsReadOnly();
/// <summary>
/// Gets a copy of the path containing all the LEDs this layer is applied to, any rendering outside the layer Path is
/// clipped.
/// </summary>
public SKPath Path
{
get => _path != null ? new SKPath(_path) : null;
private set
{
_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 = value?.Bounds ?? SKRect.Empty;
}
}
/// <summary>
/// The bounds of this layer
/// </summary>
public SKRect Bounds { get; private set; }
/// <summary>
/// Defines the shape that is rendered by the <see cref="LayerBrush" />.
/// </summary>
public LayerShape LayerShape
{
get => _layerShape;
set
{
_layerShape = value;
if (Path != null)
CalculateRenderProperties();
}
}
[PropertyGroupDescription(Name = "General", Description = "A collection of general properties", ExpandByDefault = true)]
public LayerGeneralProperties General { get; set; }
[PropertyGroupDescription(Name = "Transform", Description = "A collection of transformation properties", ExpandByDefault = true)]
public LayerTransformProperties Transform { get; set; }
/// <summary>
/// The brush that will fill the <see cref="LayerShape" />.
/// </summary>
public BaseLayerBrush LayerBrush { get; internal set; }
public override string ToString()
{
return $"[Layer] {nameof(Name)}: {Name}, {nameof(Order)}: {Order}";
}
#region Storage
internal override void ApplyToEntity()
{
// Properties
LayerEntity.Id = EntityId;
LayerEntity.ParentId = Parent?.EntityId ?? new Guid();
LayerEntity.Order = Order;
LayerEntity.Name = Name;
LayerEntity.ProfileId = Profile.EntityId;
General.ApplyToEntity();
Transform.ApplyToEntity();
LayerBrush.ApplyToEntity();
// LEDs
LayerEntity.Leds.Clear();
foreach (var artemisLed in Leds)
{
var ledEntity = new LedEntity
{
DeviceIdentifier = artemisLed.Device.RgbDevice.GetDeviceIdentifier(),
LedName = artemisLed.RgbLed.Id.ToString()
};
LayerEntity.Leds.Add(ledEntity);
}
// Conditions TODO
LayerEntity.Condition.Clear();
}
#endregion
#region Shape management
private void ApplyShapeType()
{
switch (General.ShapeType.CurrentValue)
{
case LayerShapeType.Ellipse:
LayerShape = new Ellipse(this);
break;
case LayerShapeType.Rectangle:
LayerShape = new Rectangle(this);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
#endregion
#region Properties
internal void InitializeProperties(ILayerService layerService)
{
PropertiesInitialized = true;
ApplyShapeType();
}
public bool PropertiesInitialized { get; private set; }
#endregion
#region Rendering
/// <inheritdoc />
public override void Update(double deltaTime)
{
General.Update(deltaTime);
Transform.Update(deltaTime);
LayerBrush?.UpdateProperties(deltaTime);
// TODO: Find the last keyframe and if required, reset the properties
LayerBrush?.Update(deltaTime);
}
/// <inheritdoc />
public override void Render(double deltaTime, SKCanvas canvas, SKImageInfo canvasInfo)
{
if (Path == null || LayerShape?.Path == null)
return;
canvas.Save();
canvas.ClipPath(Path);
using (var paint = new SKPaint())
{
paint.BlendMode = General.BlendMode.CurrentValue;
paint.Color = new SKColor(0, 0, 0, (byte) (Transform.Opacity.CurrentValue * 2.55f));
switch (General.FillType.CurrentValue)
{
case LayerFillType.Stretch:
StretchRender(canvas, canvasInfo, paint);
break;
case LayerFillType.Clip:
ClipRender(canvas, canvasInfo, paint);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
canvas.Restore();
}
private void StretchRender(SKCanvas canvas, SKImageInfo canvasInfo, SKPaint paint)
{
// Apply transformations
var sizeProperty = Transform.Scale.CurrentValue;
var rotationProperty = Transform.Rotation.CurrentValue;
var anchorPosition = GetLayerAnchorPosition();
var anchorProperty = Transform.AnchorPoint.CurrentValue;
// Translation originates from the unscaled center of the shape and is tied to the anchor
var x = anchorPosition.X - Bounds.MidX - anchorProperty.X * Bounds.Width;
var y = anchorPosition.Y - Bounds.MidY - anchorProperty.Y * Bounds.Height;
// Apply these before translation because anchorPosition takes translation into account
canvas.RotateDegrees(rotationProperty, anchorPosition.X, anchorPosition.Y);
canvas.Scale(sizeProperty.Width / 100f, sizeProperty.Height / 100f, anchorPosition.X, anchorPosition.Y);
canvas.Translate(x, y);
LayerBrush?.Render(canvas, canvasInfo, new SKPath(LayerShape.Path), paint);
}
private void ClipRender(SKCanvas canvas, SKImageInfo canvasInfo, SKPaint paint)
{
// Apply transformations
var sizeProperty = Transform.Scale.CurrentValue;
var rotationProperty = Transform.Rotation.CurrentValue;
var anchorPosition = GetLayerAnchorPosition();
var anchorProperty = Transform.AnchorPoint.CurrentValue;
// Translation originates from the unscaled center of the shape and is tied to the anchor
var x = anchorPosition.X - Bounds.MidX - anchorProperty.X * Bounds.Width;
var y = anchorPosition.Y - Bounds.MidY - anchorProperty.Y * Bounds.Height;
var clipPath = new SKPath(LayerShape.Path);
clipPath.Transform(SKMatrix.MakeTranslation(x, y));
clipPath.Transform(SKMatrix.MakeScale(sizeProperty.Width / 100f, sizeProperty.Height / 100f, anchorPosition.X, anchorPosition.Y));
clipPath.Transform(SKMatrix.MakeRotationDegrees(rotationProperty, anchorPosition.X, anchorPosition.Y));
canvas.ClipPath(clipPath);
canvas.RotateDegrees(rotationProperty, anchorPosition.X, anchorPosition.Y);
canvas.Translate(x, y);
// Render the layer in the largest required bounds, this still creates stretching in some situations
// but the only alternative I see right now is always forcing brushes to render on the entire canvas
var boundsRect = new SKRect(
Math.Min(clipPath.Bounds.Left - x, Bounds.Left - x),
Math.Min(clipPath.Bounds.Top - y, Bounds.Top - y),
Math.Max(clipPath.Bounds.Right - x, Bounds.Right - x),
Math.Max(clipPath.Bounds.Bottom - y, Bounds.Bottom - y)
);
var renderPath = new SKPath();
renderPath.AddRect(boundsRect);
LayerBrush?.Render(canvas, canvasInfo, renderPath, paint);
}
internal void CalculateRenderProperties()
{
if (!Leds.Any())
{
Path = new SKPath();
LayerShape?.CalculateRenderProperties();
OnRenderPropertiesUpdated();
return;
}
var path = new SKPath {FillType = SKPathFillType.Winding};
foreach (var artemisLed in Leds)
path.AddRect(artemisLed.AbsoluteRenderRectangle);
Path = path;
// This is called here so that the shape's render properties are up to date when other code
// responds to OnRenderPropertiesUpdated
LayerShape?.CalculateRenderProperties();
OnRenderPropertiesUpdated();
}
internal SKPoint GetLayerAnchorPosition()
{
var positionProperty = Transform.Position.CurrentValue;
// Start at the center of the shape
var position = new SKPoint(Bounds.MidX, Bounds.MidY);
// Apply translation
position.X += positionProperty.X * Bounds.Width;
position.Y += positionProperty.Y * Bounds.Height;
return position;
}
#endregion
#region LED management
/// <summary>
/// Adds a new <see cref="ArtemisLed" /> to the layer and updates the render properties.
/// </summary>
/// <param name="led">The LED to add</param>
public void AddLed(ArtemisLed led)
{
_leds.Add(led);
CalculateRenderProperties();
}
/// <summary>
/// Adds a collection of new <see cref="ArtemisLed" />s to the layer and updates the render properties.
/// </summary>
/// <param name="leds">The LEDs to add</param>
public void AddLeds(IEnumerable<ArtemisLed> leds)
{
_leds.AddRange(leds);
CalculateRenderProperties();
}
/// <summary>
/// Removes a <see cref="ArtemisLed" /> from the layer and updates the render properties.
/// </summary>
/// <param name="led">The LED to remove</param>
public void RemoveLed(ArtemisLed led)
{
_leds.Remove(led);
CalculateRenderProperties();
}
/// <summary>
/// Removes all <see cref="ArtemisLed" />s from the layer and updates the render properties.
/// </summary>
public void ClearLeds()
{
_leds.Clear();
CalculateRenderProperties();
}
internal void PopulateLeds(ArtemisSurface surface)
{
var leds = new List<ArtemisLed>();
// Get the surface LEDs for this layer
var availableLeds = surface.Devices.SelectMany(d => d.Leds).ToList();
foreach (var ledEntity in LayerEntity.Leds)
{
var match = availableLeds.FirstOrDefault(a => a.Device.RgbDevice.GetDeviceIdentifier() == ledEntity.DeviceIdentifier &&
a.RgbLed.Id.ToString() == ledEntity.LedName);
if (match != null)
leds.Add(match);
}
_leds = leds;
CalculateRenderProperties();
}
#endregion
#region Events
public event EventHandler RenderPropertiesUpdated;
public event EventHandler ShapePropertiesUpdated;
private void OnRenderPropertiesUpdated()
{
RenderPropertiesUpdated?.Invoke(this, EventArgs.Empty);
}
private void OnShapePropertiesUpdated()
{
ShapePropertiesUpdated?.Invoke(this, EventArgs.Empty);
}
#endregion
}
public enum LayerShapeType
{
Ellipse,
Rectangle
}
public enum LayerFillType
{
Stretch,
Clip
}
}