BizHawk/BizHawk.Client.EmuHawk/CustomControls/InputRoll.Drawing.cs

237 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
namespace BizHawk.Client.EmuHawk
{
/// <summary>
/// This in the most part now contains renderer selection logic
/// </summary>
public partial class InputRoll
{
#region Renderer-Based Logic Methods
protected override void OnPaint(PaintEventArgs e)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_OnPaint(e);
else if (Renderer == RollRenderer.GDI)
GDI_OnPaint(e);
}
private void DrawColumnDrag(PaintEventArgs e)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawColumnDrag(e);
else if (Renderer == RollRenderer.GDI)
GDI_DrawColumnDrag(e);
}
private void DrawCellDrag(PaintEventArgs e)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawCellDrag(e);
else if (Renderer == RollRenderer.GDI)
GDIP_DrawCellDrag(e);
}
private void DrawColumnText(PaintEventArgs e, List<RollColumn> visibleColumns)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawColumnText(e, visibleColumns);
else if (Renderer == RollRenderer.GDI)
GDI_DrawColumnText(e, visibleColumns);
}
private void DrawData(PaintEventArgs e, List<RollColumn> visibleColumns)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawData(e, visibleColumns);
else if (Renderer == RollRenderer.GDI)
GDI_DrawData(e, visibleColumns);
}
private void DrawColumnBg(PaintEventArgs e, List<RollColumn> visibleColumns)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawColumnBg(e, visibleColumns);
else if (Renderer == RollRenderer.GDI)
GDI_DrawColumnBg(e, visibleColumns);
}
// TODO refactor this and DoBackGroundCallback functions.
/// <summary>
/// Draw Gridlines and background colors using QueryItemBkColor.
/// </summary>
private void DrawBg(PaintEventArgs e, List<RollColumn> visibleColumns)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawBg(e, visibleColumns);
else if (Renderer == RollRenderer.GDI)
GDI_DrawBg(e, visibleColumns);
}
/// <summary>
/// Given a cell with rowindex inbetween 0 and VisibleRows, it draws the background color specified. Do not call with absolute rowindices.
/// </summary>
private void DrawCellBG(PaintEventArgs e, Color color, Cell cell, List<RollColumn> visibleColumns)
{
if (Renderer == RollRenderer.GDIPlus)
GDIP_DrawCellBG(e, color, cell, visibleColumns);
else if (Renderer == RollRenderer.GDI)
GDI_DrawCellBG(e, color, cell, visibleColumns);
}
#endregion
#region Non-Renderer-Specific Methods
protected override void OnPaintBackground(PaintEventArgs pevent)
{
// Do nothing, and this should never be called
}
private void DoSelectionBG(PaintEventArgs e, List<RollColumn> visibleColumns)
{
// SuuperW: This allows user to see other colors in selected frames.
Color rowColor = Color.White;
int _lastVisibleRow = LastVisibleRow;
int lastRow = -1;
foreach (Cell cell in _selectedItems)
{
if (cell.RowIndex > _lastVisibleRow || cell.RowIndex < FirstVisibleRow || !VisibleColumns.Contains(cell.Column))
{
continue;
}
Cell relativeCell = new Cell
{
RowIndex = cell.RowIndex - FirstVisibleRow,
Column = cell.Column,
};
relativeCell.RowIndex -= CountLagFramesAbsolute(relativeCell.RowIndex.Value);
if (QueryRowBkColor != null && lastRow != cell.RowIndex.Value)
{
QueryRowBkColor(cell.RowIndex.Value, ref rowColor);
lastRow = cell.RowIndex.Value;
}
Color cellColor = rowColor;
QueryItemBkColor(cell.RowIndex.Value, cell.Column, ref cellColor);
// Alpha layering for cell before selection
float alpha = (float)cellColor.A / 255;
if (cellColor.A != 255 && cellColor.A != 0)
{
cellColor = Color.FromArgb(rowColor.R - (int)((rowColor.R - cellColor.R) * alpha),
rowColor.G - (int)((rowColor.G - cellColor.G) * alpha),
rowColor.B - (int)((rowColor.B - cellColor.B) * alpha));
}
// Alpha layering for selection
alpha = 0.33f;
cellColor = Color.FromArgb(cellColor.R - (int)((cellColor.R - SystemColors.Highlight.R) * alpha),
cellColor.G - (int)((cellColor.G - SystemColors.Highlight.G) * alpha),
cellColor.B - (int)((cellColor.B - SystemColors.Highlight.B) * alpha));
DrawCellBG(e, cellColor, relativeCell, visibleColumns);
}
}
/// <summary>
/// Calls QueryItemBkColor callback for all visible cells and fills in the background of those cells.
/// </summary>
/// <param name="e"></param>
private void DoBackGroundCallback(PaintEventArgs e, List<RollColumn> visibleColumns)
{
int startIndex = FirstVisibleRow;
int range = Math.Min(LastVisibleRow, RowCount - 1) - startIndex + 1;
int lastVisible = LastVisibleColumnIndex;
int firstVisibleColumn = FirstVisibleColumn;
// Prevent exceptions with small TAStudio windows
if (firstVisibleColumn < 0)
{
return;
}
if (HorizontalOrientation)
{
for (int i = 0, f = 0; f < range; i++, f++)
{
f += _lagFrames[i];
Color rowColor = Color.White;
QueryRowBkColor?.Invoke(f + startIndex, ref rowColor);
for (int j = firstVisibleColumn; j <= lastVisible; j++)
{
Color itemColor = Color.White;
QueryItemBkColor(f + startIndex, visibleColumns[j], ref itemColor);
if (itemColor == Color.White)
{
itemColor = rowColor;
}
else if (itemColor.A != 255 && itemColor.A != 0)
{
float alpha = (float)itemColor.A / 255;
itemColor = Color.FromArgb(rowColor.R - (int)((rowColor.R - itemColor.R) * alpha),
rowColor.G - (int)((rowColor.G - itemColor.G) * alpha),
rowColor.B - (int)((rowColor.B - itemColor.B) * alpha));
}
if (itemColor != Color.White) // An easy optimization, don't draw unless the user specified something other than the default
{
var cell = new Cell
{
Column = visibleColumns[j],
RowIndex = i
};
DrawCellBG(e, itemColor, cell, visibleColumns);
}
}
}
}
else
{
for (int i = 0, f = 0; f < range; i++, f++) // Vertical
{
f += _lagFrames[i];
Color rowColor = Color.White;
QueryRowBkColor?.Invoke(f + startIndex, ref rowColor);
for (int j = FirstVisibleColumn; j <= lastVisible; j++) // Horizontal
{
Color itemColor = Color.White;
QueryItemBkColor(f + startIndex, visibleColumns[j], ref itemColor);
if (itemColor == Color.White)
{
itemColor = rowColor;
}
else if (itemColor.A != 255 && itemColor.A != 0)
{
float alpha = (float)itemColor.A / 255;
itemColor = Color.FromArgb(rowColor.R - (int)((rowColor.R - itemColor.R) * alpha),
rowColor.G - (int)((rowColor.G - itemColor.G) * alpha),
rowColor.B - (int)((rowColor.B - itemColor.B) * alpha));
}
if (itemColor != Color.White) // An easy optimization, don't draw unless the user specified something other than the default
{
var cell = new Cell
{
Column = visibleColumns[j],
RowIndex = i
};
DrawCellBG(e, itemColor, cell, visibleColumns);
}
}
}
}
}
#endregion
}
}