sysperfana/heapanalyser/Libraries/UI/HeapCtrlLib/Renderers/Utilities/HeapCellRendererColour.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
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* POSSIBILITY OF SUCH DAMAGE.
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
using System;
using System.Drawing;
using HeapCtrlLib.Interfaces;
using HeapCtrlLib.Utilities;
using HeapCtrlLib.Renderers.Utilities;
using HeapLib;
using HeapLib.Array;
using HeapLib.Cells;
using SymbianUtils.Graphics;
using SymbianUtils.Colour;
namespace HeapCtrlLib.Renderers.Utilities
{
public class HeapCellRendererColour
{
#region Constructors & destructor
public HeapCellRendererColour()
{
}
#endregion
#region Drawing
protected virtual void PaintBorders( HeapCellBorderInfo aBorders, Graphics aGraphics, SymRect aRect, Pen aPen )
{
if ( aBorders[ THeapCellBorderType.ELeft ] )
{
aGraphics.DrawLine( aPen, aRect.TopLeft, aRect.BottomLeft );
}
if ( aBorders[ THeapCellBorderType.ERight ] )
{
aGraphics.DrawLine( aPen, aRect.TopRight, aRect.BottomRight );
}
if ( aBorders[ THeapCellBorderType.ETop ] )
{
aGraphics.DrawLine( aPen, aRect.TopLeft, aRect.TopRight );
}
if ( aBorders[ THeapCellBorderType.EBottom ] )
{
aGraphics.DrawLine( aPen, aRect.BottomLeft, aRect.BottomRight );
}
}
#endregion
#region Colouring
public static Color ColourByCellType( HeapCell aCell )
{
bool isUnknown = false;
return ColourByCellType( aCell, out isUnknown );
}
public static Color ColourByCellType( HeapCell aCell, out bool aIsUnknown )
{
aIsUnknown = false;
Color ret = Color.WhiteSmoke;
//
switch ( aCell.Type )
{
case HeapCell.TType.EAllocated:
{
if ( aCell.IsDescriptor )
{
ret = CellAllocatedDescriptor;
}
else if ( aCell.Symbol != null )
{
ret = CellAllocatedWithSymbol;
}
else
{
aIsUnknown = true;
ret = CellAllocatedUnknown;
}
break;
}
case HeapCell.TType.EFree:
ret = CellFree;
break;
}
//
return ret;
}
public static Color CellFillColourByRegion( HeapCell aCell, uint aAddress, out HeapCell.TRegion aRegion )
{
// Cell coloring
aRegion = aCell.RegionForAddress( aAddress );
Color fillColour = Color.White;
switch( aRegion )
{
case HeapCell.TRegion.EHeader:
fillColour = Color.GhostWhite;
break;
case HeapCell.TRegion.EPayload:
fillColour = ColourByCellType( aCell );
break;
default:
System.Diagnostics.Debug.Assert( false );
break;
}
return fillColour;
}
public static Color RampedCellFillColourByRegion( HeapCell aCell, int aCellBoxCount, uint aAddress, out HeapCell.TRegion aRegion )
{
// Get the cell colour to use and also the region associated with
// the cell address.
Color fillColour = CellFillColourByRegion( aCell, aAddress, out aRegion );
// If we're rendering the payload we'll want to ramp the cell colour
// to make it easier to read.
if ( aRegion == HeapCell.TRegion.EPayload )
{
fillColour = RampedColourByBoxNumber( fillColour, aCellBoxCount, aCell.Address, aAddress );
}
return fillColour;
}
public static Color RampedColourByBoxNumber( Color aBaseline, int aBoxCount, uint aCellBaseAddress, uint aAddress )
{
float cellAddressOffset = (float) ( ( aAddress - aCellBaseAddress ) / 4 );
Color dark = ColourUtils.Darken( aBaseline, 0.30f );
Color light = ColourUtils.Lighten( aBaseline, 0.30f );
// This is the baseline brightness for the colour
float brightnessBaseline = light.GetBrightness() - dark.GetBrightness();
// This is how much brightness we can apply to each box.
float brightnessPerBox = ( brightnessBaseline / aBoxCount );
// This is the brightness of the target box
float brightnessPercentage = brightnessPerBox * cellAddressOffset;
Color ret = ColourUtils.Lighten( aBaseline, brightnessPercentage );
return ret;
}
public static Color RampedColourByIntensityRange( Color aMaxIntensity, long aValue, long aMin, long aMax )
{
// Calculate the difference between the maximum and minimum. This tells us how many different
// "intensity" values we have to work with.
long valueSpan = ( aMax - aMin );
// Get the brightness of the baseline colour and then scale it based upon the number of different
// value intensities we must cope with.
float brightness = aMaxIntensity.GetBrightness();
float brightnessPerValue = ( brightness / (float) valueSpan );
// Ramp the cell colour based upon the index
float percentage = brightness - ( brightnessPerValue * ( aValue - aMin ) );
Color ret = ColourUtils.Darken( aMaxIntensity, percentage );
return ret;
}
#endregion
#region Properties
public static Color CellAllocatedDescriptor
{
get { return Color.FromKnownColor( KCellAllocatedDescriptor ); }
}
public static Color CellAllocatedUnknown
{
get { return Color.FromKnownColor( KCellAllocatedUnknown ); }
}
public static Color CellAllocatedWithSymbol
{
get { return Color.FromKnownColor( KCellAllocatedWithSymbol ); }
}
public static Color CellFree
{
get { return Color.FromKnownColor( KCellFree ); }
}
#endregion
#region Constants
public const KnownColor KCellAllocatedDescriptor = KnownColor.Gold;
public const KnownColor KCellAllocatedUnknown = KnownColor.Firebrick;
public const KnownColor KCellAllocatedWithSymbol = KnownColor.OrangeRed;
public const KnownColor KCellFree = KnownColor.RoyalBlue;
#endregion
}
}