sysperfana/heapanalyser/Libraries/UI/HeapCtrlLib/Renderers/Contents/HeapCellRendererColourByAge.cs
/*
* 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 HeapLib;
using HeapLib.Cells;
using HeapLib.Array;
using HeapLib.Reconstructor;
using SymbianUtils.Graphics;
using SymbianUtils.Colour;
using HeapCtrlLib.Interfaces;
using HeapCtrlLib.Utilities;
using HeapCtrlLib.Renderers;
using HeapCtrlLib.Renderers.Contents.Bases;
namespace HeapCtrlLib.Renderers.Contents
{
internal class HeapCellRendererColourByAge : HeapCellRendererByColour, IHeapCellRendererContent
{
#region Constructors & destructor
public HeapCellRendererColourByAge()
{
}
#endregion
#region From IHeapCellRendererContent
public void Initialise( HeapCellArray aCells, HeapReconstructor aReconstructor, HeapDataRenderer aRenderer )
{
if ( aReconstructor != null )
{
iHighestCellAllocationNumber = aReconstructor.Statistics.StatsAllocated.CellAllocationNumberLargest.AllocationNumber;
}
}
public void PrepareToNavigate( HeapRenderingNavigator aNavigator )
{
iLargestRectangleCalculator = new HeapCellLargestRectangleCalculator( aNavigator );
}
public void HeapCellRenderingComplete( Graphics aGraphics, HeapCell aCell, HeapCellMetaData aMetaData )
{
Color fillColour = CellColour( aCell );
//
string text = aCell.SymbolStringWithoutDescriptorPrefix;
PaintBoxedTextWithLuminanceHandling( text, aGraphics, fillColour );
}
public void RenderingComplete( Graphics aGraphics )
{
}
public void PaintContent( Graphics aGraphics, HeapCellMetaData aMetaData, HeapCell aCell, uint aAddress, Point aPosition, Size aBoxSize, Size aPaddingSize )
{
// Get the cell colour that is associated with the cell symbol object type. This
// makes oldest cells very light and youngest cells very dark. We really want
// it the other way around...
aMetaData.CellBoxColor = CellColour( aCell );
// Draw actual cell
SymRect boxRect = new SymRect( aPosition, aBoxSize );
boxRect.HalfOffset( aPaddingSize );
using ( SolidBrush brush = new SolidBrush( aMetaData.CellBoxColor ) )
{
aGraphics.FillRectangle( brush, boxRect.Rectangle );
}
}
public bool SupportsFiltering
{
get { return false; }
}
public void SetupFilters()
{
}
#endregion
#region Internal methods
public Color CellColour( HeapCell aCell )
{
Color fillColour = Color.LightGray;
//
if ( aCell.Type == HeapCell.TType.EAllocated )
{
// Get the cell colour that is associated with the cell symbol object type. This
// makes oldest cells very light and youngest cells very dark. We really want
// it the other way around...
//
float maxBrightness = KRampBaselineColour.GetBrightness();
float allocationNumberPercentage = ((float) aCell.AllocationNumber / (float) iHighestCellAllocationNumber );
float targetBrightness = allocationNumberPercentage * maxBrightness;
float amountToDarkenBy = maxBrightness - targetBrightness;
fillColour = ColourUtils.Darken( KRampBaselineColour, amountToDarkenBy );
}
//
return fillColour;
}
#endregion
#region Internal constants
private Color KRampBaselineColour = Color.LightBlue;
#endregion
#region Data members
private uint iHighestCellAllocationNumber = 0;
private Hashtable iColourHashes = new Hashtable();
#endregion
}
}