sysperfana/heapanalyser/Libraries/UI/HeapCtrlLib/Factories/FactoryByObject.cs
changeset 8 15296fd0af4a
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/sysperfana/heapanalyser/Libraries/UI/HeapCtrlLib/Factories/FactoryByObject.cs	Tue Jun 15 12:47:20 2010 +0300
@@ -0,0 +1,130 @@
+/*
+* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+*
+* Redistribution and use in source and binary forms, with or without
+* modification, are permitted provided that the following conditions are met:
+*
+* - Redistributions of source code must retain the above copyright notice,
+*   this list of conditions and the following disclaimer.
+* - Redistributions in binary form must reproduce the above copyright notice,
+*   this list of conditions and the following disclaimer in the documentation
+*   and/or other materials provided with the distribution.
+* - Neither the name of Nokia Corporation nor the names of its contributors
+*   may be used to endorse or promote products derived from this software
+*   without specific prior written permission.
+*
+* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+* POSSIBILITY OF SUCH DAMAGE.
+* 
+* Initial Contributors:
+* Nokia Corporation - initial contribution.
+*
+* Contributors:
+*
+* Description: 
+*
+*/
+
+using System;
+using System.Drawing;
+using System.Collections;
+using System.Collections.Generic;
+using HeapCtrlLib.Interfaces;
+using HeapCtrlLib.Popups.Managers;
+using HeapCtrlLib.Renderers.Headers;
+using HeapCtrlLib.Renderers.SelectionBorders;
+using HeapCtrlLib.Renderers.Contents;
+using HeapCtrlLib.Renderers.ContentBorders;
+using HeapCtrlLib.Utilities;
+using HeapLib.Reconstructor;
+using HeapLib.Statistics.Tracking.Base;
+using SymbianUtils.Colour;
+
+namespace HeapCtrlLib.Factories
+{
+	internal class FactoryByObject : Factory
+	{
+        #region Constructors & destructor
+        public FactoryByObject()
+		{
+            base.Renderers.Header = new HeapCellRendererRowHeader();
+            base.Renderers.SelectionBorder = new HeapCellRendererSelectionBorder();
+            base.Renderers.Content = new HeapCellRendererColourByObject();
+            base.Renderers.ContentBorder = new HeapCellRendererContentBorder3d();
+            //
+            PopupManager = new PopupManagerByAge();
+        }
+        #endregion
+
+        #region API
+        internal void PrepareColourHashes( HeapReconstructor aReconstructor, List<KnownColor> aStandardColours )
+        {
+            if ( iColourHashes.Count == 0 )
+            {
+                // Pick colours at random from the standard colours until we have used them all
+                System.Random random = new Random( 0 );
+
+                // How many objects do we have to colourise?
+                int count = aReconstructor.Statistics.StatsAllocated.TrackerObjects.Count;
+                for ( int i = 0; i < count; i++ )
+                {
+                    // Get associated symbol item
+                    TrackingInfo item = aReconstructor.Statistics.StatsAllocated.TrackerObjects[ i ];
+
+                    // Get object name
+                    string caption = item.Symbol.ObjectWithoutSection;
+
+                    // If we still have some system colours left, then we'll
+                    // try to use them up. Otherwise, we'll resort to generating
+                    // random colors.
+                    Color col = Color.Black;
+                    //
+                    if ( aStandardColours.Count > 0 )
+                    {
+                        // Get system colour index
+                        int colIndex = random.Next( 0, aStandardColours.Count - 1 );
+
+                        // Link colour with symbol
+                        KnownColor knownCol = (KnownColor) aStandardColours[ colIndex ];
+                        col = Color.FromKnownColor( knownCol );
+
+                        // Remove known colour so we don't use it again
+                        aStandardColours.RemoveAt( colIndex );
+                    }
+                    else
+                    {
+                        // Get random known colour
+                        col = iColorUtil.GenerateRandomColour( random );
+                    }
+
+                    // Associate object with colour
+                    iColourHashes.Add( item.Symbol.ObjectWithoutSection, caption, col, item );
+                }
+            }
+        }
+        #endregion
+
+        #region Properties
+        internal HeapCellFilterTripletDictionary ColourHashes
+        {
+            get { return iColourHashes; }
+            set { iColourHashes = value; }
+        }
+        #endregion
+
+        #region Data members
+        private HeapCellFilterTripletDictionary iColourHashes = new HeapCellFilterTripletDictionary();
+        private ColourGenerationUtil iColorUtil = new ColourGenerationUtil();
+        #endregion
+    }
+}