BizHawk/BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.ListView.cs

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C#
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2014-07-09 23:04:22 +00:00
using System;
using System.Drawing;
using System.Linq;
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using System.Windows.Forms;
using BizHawk.Client.Common;
namespace BizHawk.Client.EmuHawk
{
public partial class TAStudio
{
// Input Painting
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private string _startBoolDrawColumn = string.Empty;
private string _startFloatDrawColumn = string.Empty;
private bool _boolPaintState;
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private float _floatPaintState;
private bool _startMarkerDrag;
private bool _startFrameDrag;
private bool _supressContextMenu;
// SuuperW: For editing analog input
private string _floatEditColumn = string.Empty;
private int _floatEditRow = -1;
private string _floatTypedValue;
private bool HideLagFrames
{
get { return TasView.LagFramesToHide > 0; }
}
private bool _triggerAutoRestore; // If true, autorestore will be called on mouse up
private int? _triggerAutoRestoreFromFrame; // If set and _triggerAutoRestore is true, will clal GoToFrameIfNecessary() with this value
public static Color CurrentFrame_FrameCol = Color.FromArgb(0xCFEDFC);
public static Color CurrentFrame_InputLog = Color.FromArgb(0xB5E7F7);
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public static Color GreenZone_FrameCol = Color.FromArgb(0xDDFFDD);
public static Color GreenZone_Invalidated_FrameCol = Color.FromArgb(0xFFFFFF);
public static Color GreenZone_InputLog = Color.FromArgb(0xC4F7C8);
public static Color GreenZone_Invalidated_InputLog = Color.FromArgb(0xE0FBE0);
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public static Color LagZone_FrameCol = Color.FromArgb(0xFFDCDD);
public static Color LagZone_Invalidated_FrameCol = Color.FromArgb(0xFFE9E9);
public static Color LagZone_InputLog = Color.FromArgb(0xF0D0D2);
public static Color LagZone_Invalidated_InputLog = Color.FromArgb(0xF7E5E5);
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public static Color Marker_FrameCol = Color.FromArgb(0xF7FFC9);
public static Color AnalogEdit_Col = Color.FromArgb(0x909070); // SuuperW: When editing an analog value, it will be a gray color.
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#region Query callbacks
private void TasView_QueryItemIcon(int index, InputRoll.RollColumn column, ref Bitmap bitmap)
{
var columnName = column.Name;
if (columnName == MarkerColumnName)
{
if (index == Emulator.Frame && index == GlobalWin.MainForm.PauseOnFrame)
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{
bitmap = TasView.HorizontalOrientation ?
Properties.Resources.ts_v_arrow_green_blue :
Properties.Resources.ts_h_arrow_green_blue;
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}
else if (index == Emulator.Frame)
{
bitmap = TasView.HorizontalOrientation ?
Properties.Resources.ts_v_arrow_blue :
Properties.Resources.ts_h_arrow_blue;
}
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else if (index == GlobalWin.MainForm.PauseOnFrame)
{
bitmap = TasView.HorizontalOrientation ?
Properties.Resources.ts_v_arrow_green :
Properties.Resources.ts_h_arrow_green;
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}
}
}
private void TasView_QueryItemBkColor(int index, InputRoll.RollColumn column, ref Color color)
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{
var columnName = column.Name;
var record = CurrentTasMovie[index];
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if (columnName == MarkerColumnName)
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{
if (VersionInfo.DeveloperBuild) // For debugging purposes, let's visually show the state frames
{
color = (record.HasState ? color = Color.FromArgb(0xEEEEEE) : Color.White);
}
return;
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}
if (columnName == FrameColumnName)
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{
if (Emulator.Frame == index)
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{
color = CurrentFrame_FrameCol;
}
else if (CurrentTasMovie.Markers.IsMarker(index))
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{
color = Marker_FrameCol;
}
else if (record.Lagged.HasValue)
{
color = record.Lagged.Value ?
LagZone_FrameCol :
GreenZone_FrameCol;
}
else
{
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color = Color.White;
}
}
else
{
// SuuperW: Analog editing is indicated by a color change.
if (index == _floatEditRow && columnName == _floatEditColumn)
{
color = AnalogEdit_Col;
return;
}
if (Emulator.Frame == index)
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{
color = CurrentFrame_InputLog;
}
else
{
if (record.Lagged.HasValue)
{
color = record.Lagged.Value ?
LagZone_InputLog :
GreenZone_InputLog;
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}
else
{
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color = Color.FromArgb(0xFFFEEE);
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}
}
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}
}
private void TasView_QueryItemText(int index, InputRoll.RollColumn column, out string text)
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{
try
{
text = string.Empty;
var columnName = column.Name;
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if (columnName == MarkerColumnName)
{
// Do nothing
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}
else if (columnName == FrameColumnName)
{
text = (index).ToString().PadLeft(CurrentTasMovie.InputLogLength.ToString().Length, '0');
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}
else
{
if (index < CurrentTasMovie.InputLogLength)
{
text = CurrentTasMovie.DisplayValue(index, columnName);
}
else if (Emulator.Frame == CurrentTasMovie.InputLogLength) // In this situation we have a "pending" frame for the user to click
{
text = CurrentTasMovie.CreateDisplayValueForButton(
Global.ClickyVirtualPadController,
columnName);
}
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}
}
catch (Exception ex)
{
text = string.Empty;
MessageBox.Show("oops\n" + ex);
}
}
// SuuperW: Used in InputRoll.cs to hide lag frames.
private bool TasView_QueryFrameLag(int index)
{
return HideLagFrames && CurrentTasMovie[index].Lagged.HasValue && CurrentTasMovie[index].Lagged.Value;
}
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#endregion
#region Events
private void TasView_ColumnClick(object sender, InputRoll.ColumnClickEventArgs e)
{
if (TasView.SelectedRows.Any())
{
var columnName = e.Column.Name;
if (columnName == FrameColumnName)
{
CurrentTasMovie.Markers.Add(TasView.LastSelectedIndex.Value, "");
RefreshDialog();
}
else if (columnName != MarkerColumnName) // TODO: what about float?
{
foreach (var index in TasView.SelectedRows)
{
ToggleBoolState(index, columnName);
_triggerAutoRestore = true;
_triggerAutoRestoreFromFrame = TasView.SelectedRows.Min();
}
RefreshDialog();
}
}
}
private void TasView_ColumnRightClick(object sender, InputRoll.ColumnClickEventArgs e)
{
e.Column.Emphasis ^= true;
Global.StickyXORAdapter.SetSticky(e.Column.Name, e.Column.Emphasis);
TasView.Refresh();
}
private void TasView_ColumnReordered(object sender, InputRoll.ColumnReorderedEventArgs e)
{
CurrentTasMovie.FlagChanges();
}
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private void TasView_MouseEnter(object sender, EventArgs e)
{
TasView.Focus();
}
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private void TasView_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Middle)
{
TogglePause();
return;
}
// SuuperW: Moved these.
if (TasView.CurrentCell == null || !TasView.CurrentCell.RowIndex.HasValue || TasView.CurrentCell.Column == null)
return;
var frame = TasView.CurrentCell.RowIndex.Value;
var buttonName = TasView.CurrentCell.Column.Name;
// SuuperW: Exit float editing mode
if (_floatEditColumn != buttonName || _floatEditRow != frame)
{
_floatEditRow = -1;
TasView.Refresh();
}
if (e.Button == MouseButtons.Left)
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{
if (TasView.CurrentCell.Column.Name == MarkerColumnName)
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{
_startMarkerDrag = true;
GoToFrame(TasView.CurrentCell.RowIndex.Value);
}
else if (TasView.CurrentCell.Column.Name == FrameColumnName)
{
_startFrameDrag = true;
}
else // User changed input
{
if (Global.MovieSession.MovieControllerAdapter.Type.BoolButtons.Contains(buttonName))
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{
ToggleBoolState(TasView.CurrentCell.RowIndex.Value, buttonName);
_triggerAutoRestore = true;
_triggerAutoRestoreFromFrame = TasView.CurrentCell.RowIndex.Value;
RefreshDialog();
_startBoolDrawColumn = buttonName;
if (frame < CurrentTasMovie.InputLogLength)
{
_boolPaintState = CurrentTasMovie.BoolIsPressed(frame, buttonName);
}
else
{
_boolPaintState = Global.ClickyVirtualPadController.IsPressed(buttonName);
}
}
else
{
_startFloatDrawColumn = buttonName;
if (frame < CurrentTasMovie.InputLogLength)
{
_floatPaintState = CurrentTasMovie.GetFloatValue(frame, buttonName);
}
else
{
_floatPaintState = Global.ClickyVirtualPadController.GetFloat(buttonName);
}
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}
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}
}
}
private void TasView_MouseUp(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right && !TasView.IsPointingAtColumnHeader && !_supressContextMenu)
{
RightClickMenu.Show(TasView, e.X, e.Y);
}
else if (e.Button == MouseButtons.Left)
{
_startMarkerDrag = false;
_startFrameDrag = false;
_startBoolDrawColumn = string.Empty;
_startFloatDrawColumn = string.Empty;
_floatPaintState = 0;
}
_supressContextMenu = false;
DoTriggeredAutoRestoreIfNeeded();
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}
private void TasView_MouseWheel(object sender, MouseEventArgs e)
{
if (TasView.RightButtonHeld && TasView.CurrentCell.RowIndex.HasValue)
{
_supressContextMenu = true;
if (e.Delta < 0)
{
GoToNextFrame();
}
else
{
GoToPreviousFrame();
}
}
}
private void TasView_MouseDoubleClick(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
var buttonName = TasView.CurrentCell.Column.Name;
if (TasView.CurrentCell.RowIndex.HasValue &&
buttonName == FrameColumnName)
{
if (Settings.EmptyMarkers)
{
CurrentTasMovie.Markers.Add(TasView.CurrentCell.RowIndex.Value, string.Empty);
RefreshDialog();
}
else
{
CallAddMarkerPopUp(TasView.CurrentCell.RowIndex.Value);
}
}
else if (Global.MovieSession.MovieControllerAdapter.Type.FloatControls.Contains(buttonName))
{ // SuuperW: Edit float input
int frame = TasView.CurrentCell.RowIndex.Value;
if (_floatEditColumn == buttonName && _floatEditRow == frame)
{
_floatEditRow = -1;
RefreshDialog();
}
else
{
_floatEditColumn = buttonName;
_floatEditRow = frame;
_floatTypedValue = "";
_triggerAutoRestore = true;
_triggerAutoRestoreFromFrame = frame;
RefreshDialog();
}
}
}
}
private void TasView_PointedCellChanged(object sender, InputRoll.CellEventArgs e)
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{
// SuuperW: Will this allow TasView to see KeyDown?
TasView.Select();
// Temporary test code
TasView.Refresh();
// TODO: think about nullability
// For now return if a null because this happens OnEnter which doesn't have any of the below behaviors yet?
// Most of these are stupid but I got annoyed at null crashes
if (e.OldCell == null || e.OldCell.Column == null || e.OldCell.RowIndex == null ||
e.NewCell == null || e.NewCell.RowIndex == null || e.NewCell.Column == null)
{
return;
}
int startVal, endVal;
if (e.OldCell.RowIndex.Value < e.NewCell.RowIndex.Value)
{
startVal = e.OldCell.RowIndex.Value;
endVal = e.NewCell.RowIndex.Value;
}
else
{
startVal = e.NewCell.RowIndex.Value;
endVal = e.OldCell.RowIndex.Value;
}
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if (_startMarkerDrag)
{
if (e.NewCell.RowIndex.HasValue)
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{
GoToFrame(e.NewCell.RowIndex.Value);
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}
}
else if (_startFrameDrag)
{
if (e.OldCell.RowIndex.HasValue && e.NewCell.RowIndex.HasValue)
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{
for (var i = startVal; i < endVal; i++)
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{
TasView.SelectRow(i, true);
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}
TasView.Refresh();
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}
}
else if (TasView.IsPaintDown && e.NewCell.RowIndex.HasValue && !string.IsNullOrEmpty(_startBoolDrawColumn))
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{
if (e.OldCell.RowIndex.HasValue && e.NewCell.RowIndex.HasValue)
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{
for (var i = startVal; i <= endVal; i++) // SuuperW: <= so that it will edit the cell you are hovering over. (Inclusive)
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{
SetBoolState(i, _startBoolDrawColumn, _boolPaintState); // Notice it uses new row, old column, you can only paint across a single column
_triggerAutoRestore = true;
_triggerAutoRestoreFromFrame = TasView.CurrentCell.RowIndex.Value;
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}
TasView.Refresh();
}
}
else if (TasView.IsPaintDown && e.NewCell.RowIndex.HasValue && !string.IsNullOrEmpty(_startFloatDrawColumn))
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{
if (e.OldCell.RowIndex.HasValue && e.NewCell.RowIndex.HasValue)
{
for (var i = startVal; i <= endVal; i++) // SuuperW: <= so that it will edit the cell you are hovering over. (Inclusive)
{
if (i < CurrentTasMovie.InputLogLength) // TODO: how do we really want to handle the user setting the float state of the pending frame?
{
CurrentTasMovie.SetFloatState(i, _startFloatDrawColumn, _floatPaintState); // Notice it uses new row, old column, you can only paint across a single column
_triggerAutoRestore = true;
_triggerAutoRestoreFromFrame = TasView.CurrentCell.RowIndex.Value;
}
}
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TasView.Refresh();
}
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}
}
private void TasView_SelectedIndexChanged(object sender, EventArgs e)
{
SetSplicer();
}
private void TasView_KeyDown(object sender, KeyEventArgs e)
{
if (e.Control && !e.Shift && !e.Alt && e.KeyCode == Keys.Left) // Ctrl + Left
{
GoToPreviousMarker();
}
else if (e.Control && !e.Shift && !e.Alt && e.KeyCode == Keys.Right) // Ctrl + Left
{
GoToNextMarker();
}
else if (e.Control && !e.Shift && !e.Alt && e.KeyCode == Keys.Up) // Ctrl + Up
{
GoToPreviousFrame();
}
else if (e.Control && !e.Shift && !e.Alt && e.KeyCode == Keys.Down) // Ctrl + Down
{
GoToNextFrame();
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}
else if (e.Control && !e.Alt && e.Shift && e.KeyCode == Keys.R) // Ctrl + Shift + R
{
TasView.HorizontalOrientation ^= true;
}
// SuuperW: Float Editing
if (_floatEditRow != -1)
{
float value = CurrentTasMovie.GetFloatValue(_floatEditRow, _floatEditColumn);
Emulation.Common.ControllerDefinition.FloatRange range = Global.MovieSession.MovieControllerAdapter.Type.FloatRanges
[Global.MovieSession.MovieControllerAdapter.Type.FloatControls.IndexOf(_floatEditColumn)];
// Range for N64 Y axis has max -128 and min 127. That should probably be fixed elsewhere, but I'll put a quick fix here anyway.
float rMax = range.Max;
float rMin = range.Min;
if (rMax < rMin)
{
rMax = range.Min;
rMin = range.Max;
}
if (e.KeyCode == Keys.Right)
value = rMax;
else if (e.KeyCode == Keys.Left)
value = rMin;
else if (e.KeyCode >= Keys.D0 && e.KeyCode <= Keys.D9)
{
_floatTypedValue += e.KeyCode - Keys.D0;
value = Convert.ToSingle(_floatTypedValue);
}
else if (e.KeyCode >= Keys.NumPad0 && e.KeyCode <= Keys.NumPad9)
{
_floatTypedValue += e.KeyCode - Keys.NumPad0;
value = Convert.ToSingle(_floatTypedValue);
}
else if (e.KeyCode == Keys.OemPeriod && !_floatTypedValue.Contains('.'))
{ // These aren't displayed in TasView, it rounds display. They ARE getting picked up properly, though.
if (_floatTypedValue == "")
_floatTypedValue = "0";
_floatTypedValue += ".";
}
else if (e.KeyCode == Keys.OemMinus && _floatTypedValue == "")
_floatTypedValue = "-";
else if (e.KeyCode == Keys.Back)
{
if (_floatTypedValue == "") // Very first key press is backspace?
_floatTypedValue = value.ToString();
_floatTypedValue = _floatTypedValue.Substring(0, _floatTypedValue.Length - 1);
if (_floatTypedValue == "" || _floatTypedValue == "-")
value = 0f;
else
value = Convert.ToSingle(_floatTypedValue);
}
else if (e.KeyCode == Keys.Escape)
{
_floatEditRow = -1;
}
else
{
// This needs some way to know what the increment is. (Does the emulator allow, say, 25.8?)
float changeBy = 0;
if (e.KeyCode == Keys.Up)
changeBy = 1; // This is where I'd put increment
else if (e.KeyCode == Keys.Down)
changeBy = -1;
if (e.Shift)
changeBy *= 10;
value += changeBy;
if (changeBy != 0)
_floatTypedValue = value.ToString();
}
if (_floatEditRow != -1 && value != CurrentTasMovie.GetFloatValue(_floatEditRow, _floatEditColumn))
{
if (value > rMax)
value = rMax;
else if (value < rMin)
value = rMin;
CurrentTasMovie.SetFloatState(_floatEditRow, _floatEditColumn, value);
}
}
TasView.Refresh();
}
/// <summary>
/// This allows arrow keys to be detected by KeyDown.
/// </summary>
private void TasView_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
{
e.IsInputKey = true;
}
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#endregion
}
}