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
2021-09-04 19:41:59 +01:00

440 lines
16 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.Core.Properties;
using Artemis.Storage.Entities.Profile;
using Artemis.Storage.Entities.Profile.Abstract;
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(Profile profile) : base(profile)
{
Timeline = new Timeline();
ExpandedPropertyGroups = new List<string>();
LayerEffectsList = new List<BaseLayerEffect>();
LayerEffects = new(LayerEffectsList);
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;
/// <inheritdoc />
protected override void Dispose(bool disposing)
{
LayerEffectStore.LayerEffectAdded -= LayerEffectStoreOnLayerEffectAdded;
LayerEffectStore.LayerEffectRemoved -= LayerEffectStoreOnLayerEffectRemoved;
foreach (BaseLayerEffect baseLayerEffect in LayerEffects)
baseLayerEffect.Dispose();
DisplayCondition?.Dispose();
base.Dispose(disposing);
}
internal void LoadRenderElement()
{
DisplayCondition = RenderElementEntity.DisplayCondition != null
? new DataModelConditionGroup(null, RenderElementEntity.DisplayCondition)
: new DataModelConditionGroup(null);
Timeline = RenderElementEntity.Timeline != null
? new Timeline(RenderElementEntity.Timeline)
: new Timeline();
ActivateEffects();
}
internal void SaveRenderElement()
{
RenderElementEntity.LayerEffects.Clear();
foreach (BaseLayerEffect layerEffect in LayerEffects)
{
LayerEffectEntity layerEffectEntity = new()
{
Id = layerEffect.EntityId,
ProviderId = layerEffect.Descriptor?.PlaceholderFor ?? layerEffect.ProviderId,
EffectType = layerEffect.GetEffectTypeName(),
Name = layerEffect.Name,
Suspended = layerEffect.Suspended,
HasBeenRenamed = layerEffect.HasBeenRenamed,
Order = layerEffect.Order
};
RenderElementEntity.LayerEffects.Add(layerEffectEntity);
layerEffect.BaseProperties?.ApplyToEntity();
}
// Conditions
RenderElementEntity.DisplayCondition = DisplayCondition?.Entity;
DisplayCondition?.Save();
// Timeline
RenderElementEntity.Timeline = Timeline?.Entity;
Timeline?.Save();
}
internal 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 status
/// </summary>
public void UpdateTimeline(double deltaTime)
{
// The play mode dictates whether to stick to the main segment unless the display conditions contains events
bool stickToMainSegment = (Timeline.PlayMode == TimelinePlayMode.Repeat || Timeline.EventOverlapMode == TimeLineEventOverlapMode.Toggle) && DisplayConditionMet;
if (DisplayCondition != null && DisplayCondition.ContainsEvents && Timeline.EventOverlapMode != TimeLineEventOverlapMode.Toggle)
stickToMainSegment = false;
Timeline.Update(TimeSpan.FromSeconds(deltaTime), stickToMainSegment);
}
#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);
}
#region Property group expansion
internal List<string> ExpandedPropertyGroups;
/// <summary>
/// Determines whether the provided property group is expanded
/// </summary>
/// <param name="layerPropertyGroup">The property group to check</param>
/// <returns>A boolean indicating whether the provided property group is expanded</returns>
public bool IsPropertyGroupExpanded(LayerPropertyGroup layerPropertyGroup)
{
return ExpandedPropertyGroups.Contains(layerPropertyGroup.Path);
}
/// <summary>
/// Expands or collapses the provided property group
/// </summary>
/// <param name="layerPropertyGroup">The group to expand or collapse</param>
/// <param name="expanded">Whether to expand or collapse the property group</param>
public void SetPropertyGroupExpanded(LayerPropertyGroup layerPropertyGroup, bool expanded)
{
if (!expanded && IsPropertyGroupExpanded(layerPropertyGroup))
ExpandedPropertyGroups.Remove(layerPropertyGroup.Path);
else if (expanded && !IsPropertyGroupExpanded(layerPropertyGroup))
ExpandedPropertyGroups.Add(layerPropertyGroup.Path);
}
#endregion
#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
internal readonly List<BaseLayerEffect> LayerEffectsList;
/// <summary>
/// Gets a read-only collection of the layer effects on this entity
/// </summary>
public ReadOnlyCollection<BaseLayerEffect> LayerEffects { get; }
/// <summary>
/// Adds a the layer effect described inthe provided <paramref name="descriptor" />
/// </summary>
public void AddLayerEffect(LayerEffectDescriptor descriptor)
{
if (descriptor == null)
throw new ArgumentNullException(nameof(descriptor));
LayerEffectEntity entity = new()
{
Id = Guid.NewGuid(),
Suspended = false,
Order = LayerEffects.Count + 1
};
descriptor.CreateInstance(this, entity);
OrderEffects();
OnLayerEffectsUpdated();
}
/// <summary>
/// Removes the provided layer
/// </summary>
/// <param name="effect"></param>
public void RemoveLayerEffect([NotNull] BaseLayerEffect effect)
{
if (effect == null) throw new ArgumentNullException(nameof(effect));
// Remove the effect from the layer and dispose it
LayerEffectsList.Remove(effect);
effect.Dispose();
// Update the order on the remaining effects
OrderEffects();
OnLayerEffectsUpdated();
}
private void OrderEffects()
{
int index = 0;
foreach (BaseLayerEffect baseLayerEffect in LayerEffects.OrderBy(e => e.Order))
{
baseLayerEffect.Order = Order = index + 1;
index++;
}
LayerEffectsList.Sort((a, b) => a.Order.CompareTo(b.Order));
}
internal void ActivateEffects()
{
foreach (LayerEffectEntity layerEffectEntity in RenderElementEntity.LayerEffects)
{
// If there is a non-placeholder existing effect, skip this entity
BaseLayerEffect? existing = LayerEffectsList.FirstOrDefault(e => e.EntityId == layerEffectEntity.Id);
if (existing != null && existing.Descriptor.PlaceholderFor == null)
continue;
LayerEffectDescriptor? descriptor = LayerEffectStore.Get(layerEffectEntity.ProviderId, layerEffectEntity.EffectType)?.LayerEffectDescriptor;
if (descriptor != null)
{
// If a descriptor is found but there is an existing placeholder, remove the placeholder
if (existing != null)
{
LayerEffectsList.Remove(existing);
existing.Dispose();
}
// Create an instance with the descriptor
descriptor.CreateInstance(this, layerEffectEntity);
}
else if (existing == null)
{
// If no descriptor was found and there was no existing placeholder, create a placeholder
descriptor = PlaceholderLayerEffectDescriptor.Create(layerEffectEntity.ProviderId);
descriptor.CreateInstance(this, layerEffectEntity);
}
}
OrderEffects();
}
internal void ActivateLayerEffect(BaseLayerEffect layerEffect)
{
LayerEffectsList.Add(layerEffect);
OnLayerEffectsUpdated();
}
private void LayerEffectStoreOnLayerEffectRemoved(object? sender, LayerEffectStoreEvent e)
{
// If effects provided by the plugin are on the element, replace them with placeholders
List<BaseLayerEffect> pluginEffects = LayerEffectsList.Where(ef => ef.ProviderId == e.Registration.PluginFeature.Id).ToList();
foreach (BaseLayerEffect pluginEffect in pluginEffects)
{
LayerEffectEntity entity = RenderElementEntity.LayerEffects.First(en => en.Id == pluginEffect.EntityId);
LayerEffectsList.Remove(pluginEffect);
pluginEffect.Dispose();
LayerEffectDescriptor descriptor = PlaceholderLayerEffectDescriptor.Create(pluginEffect.ProviderId);
descriptor.CreateInstance(this, entity);
}
}
private void LayerEffectStoreOnLayerEffectAdded(object? sender, LayerEffectStoreEvent e)
{
if (RenderElementEntity.LayerEffects.Any(ef => ef.ProviderId == e.Registration.PluginFeature.Id))
ActivateEffects();
}
#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;
protected set => SetAndNotify(ref _displayConditionMet, value);
}
private DataModelConditionGroup? _displayCondition;
private bool _displayConditionMet;
private bool _toggledOnByEvent = false;
/// <summary>
/// Gets or sets the root display condition group
/// </summary>
public DataModelConditionGroup? DisplayCondition
{
get => _displayCondition;
set => SetAndNotify(ref _displayCondition, value);
}
/// <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;
}
if (DisplayCondition == null)
{
DisplayConditionMet = true;
return;
}
if (Timeline.EventOverlapMode != TimeLineEventOverlapMode.Toggle)
_toggledOnByEvent = false;
bool conditionMet = DisplayCondition.Evaluate();
if (Parent is RenderProfileElement parent && !parent.DisplayConditionMet)
conditionMet = false;
if (!DisplayCondition.ContainsEvents)
{
// Regular conditions reset the timeline whenever their condition is met and was not met before that
if (conditionMet && !DisplayConditionMet && Timeline.IsFinished)
Timeline.JumpToStart();
// If regular conditions are no longer met, jump to the end segment if stop mode requires it
if (!conditionMet && Timeline.StopMode == TimelineStopMode.SkipToEnd)
Timeline.JumpToEndSegment();
}
else if (conditionMet)
{
if (Timeline.EventOverlapMode == TimeLineEventOverlapMode.Toggle)
{
_toggledOnByEvent = !_toggledOnByEvent;
if (_toggledOnByEvent)
Timeline.JumpToStart();
}
else
{
// Event conditions reset if the timeline finished
if (Timeline.IsFinished)
{
Timeline.JumpToStart();
}
// and otherwise apply their overlap mode
else
{
if (Timeline.EventOverlapMode == TimeLineEventOverlapMode.Restart)
Timeline.JumpToStart();
else if (Timeline.EventOverlapMode == TimeLineEventOverlapMode.Copy)
Timeline.AddExtraTimeline();
// The third option is ignore which is handled below:
// done
}
}
}
DisplayConditionMet = Timeline.EventOverlapMode == TimeLineEventOverlapMode.Toggle
? _toggledOnByEvent
: conditionMet;
}
#endregion
}
}