mirror of
https://github.com/riegera2412/UVtools.git
synced 2026-07-12 19:42:32 +02:00
1e9bbf9562
* **Core:** * Fix some improper locks for progress counter and change to Interlocked instead * Fix a bug when chaging layer count by remove or add layers it will malform the file after save and crash the program with some tools and/or clipboard * Fix when a operation fails by other reason different from cancelation it was not restoring the backup * When manually delete/fix issues it will also backup the layers * **LayerManager:** * LayerManager is now readonly and no longer used to transpose layers, each FileFormat have now a unique `LayerManager` instance which is set on the generic constructor * Implemented `List<Layer>` methods to easy modify the layers array * Changing the `Layers` instance will now recompute some properties, call the properties rebuild and forced sanitize of the structure * Better reallocation methods * **Clipboard Manager:** * Add the hability to do full backups, they will be marked with an asterisk (*) at clipboard items list * When a partial backup is made and it backups all the layers it will be converted to full backup * Clipboard can now restore a snapshot directly with `RestoreSnapshot` * Prevent restore the initial backup upon file load and when clearing the clipboard * Clip's that change the layer count will perform a full backup and also do a fail-safe backup behind if previous clip is not a full backup * **Pixel dimming:** * Allow to load an image file as a pattern (Do not use very large files or it will take much time to dump the data into the textbox) * Empty lines on patterns will be discarded and not trigger validation error
203 lines
6.4 KiB
C#
203 lines
6.4 KiB
C#
/*
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* GNU AFFERO GENERAL PUBLIC LICENSE
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* Version 3, 19 November 2007
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* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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* Everyone is permitted to copy and distribute verbatim copies
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* of this license document, but changing it is not allowed.
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*/
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using System;
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using System.Diagnostics;
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using System.Threading;
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using UVtools.Core.Extensions;
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using UVtools.Core.Objects;
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namespace UVtools.Core.Operations
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{
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public sealed class OperationProgress : BindableBase
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{
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public const string StatusDecodeThumbnails = "Decoded Thumbnails";
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public const string StatusGatherLayers = "Gathered Layers";
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public const string StatusDecodeLayers = "Decoded Layers";
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public const string StatusEncodeLayers = "Encoded Layers";
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public const string StatusWritingFile = "Writing File";
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public const string StatusEncodeGcode = "Encoding GCode";
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public const string StatusOptimizingBounds = "Gathering Bounds";
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public const string StatusCalculatingBounds = "Calculating Bounds";
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public const string StatusExtracting = "Extracting";
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public const string StatusIslands = "Layers processed (Islands/Overhangs)";
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public const string StatusResinTrapsOptimized = "Layers optimized (Resin traps)";
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public const string StatusResinTraps = "Layers processed (Resin traps)";
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public const string StatusRepairLayers = "Repaired Layers";
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public readonly object Mutex = new();
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public CancellationTokenSource TokenSource { get; } = new();
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public CancellationToken Token => TokenSource.Token;
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private bool _canCancel = true;
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private string _title = "Operation";
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private string _itemName = "Initializing";
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private uint _processedItems;
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private uint _itemCount;
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public
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OperationProgress()
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{
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}
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public OperationProgress(string name, uint value = 0)
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{
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Reset(name, value);
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}
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public OperationProgress(bool canCancel)
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{
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_canCancel = canCancel;
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}
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public Stopwatch StopWatch { get; } = new ();
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/// <summary>
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/// Gets or sets if operation can be cancelled
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/// </summary>
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public bool CanCancel
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{
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get
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{
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if (!_canCancel) return _canCancel;
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return !Token.IsCancellationRequested && Token.CanBeCanceled && _canCancel;
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}
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set => RaiseAndSetIfChanged(ref _canCancel, value);
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}
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/// <summary>
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/// Gets or sets the item name for the operation
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/// </summary>
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public string Title
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{
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get => _title;
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set => RaiseAndSetIfChanged(ref _title, value);
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}
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public string ElapsedTimeStr => $"{StopWatch.Elapsed.Minutes}m {StopWatch.Elapsed.Seconds}s";
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//{StopWatch.Elapsed.Milliseconds} ms
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/// <summary>
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/// Gets or sets the item name for the operation
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/// </summary>
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public string ItemName
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{
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get => _itemName;
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set => RaiseAndSetIfChanged(ref _itemName, value);
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}
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/// <summary>
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/// Gets or sets the number of processed items
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/// </summary>
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public uint ProcessedItems
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{
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get => _processedItems;
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set
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{
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//_processedItems = value;
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if(!RaiseAndSetIfChanged(ref _processedItems, value)) return;
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RaisePropertyChanged(nameof(ProgressPercent));
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RaisePropertyChanged(nameof(Description));
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}
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}
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/// <summary>
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/// Gets or sets the total of item count on this operation
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/// </summary>
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public uint ItemCount
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{
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get => _itemCount;
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set
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{
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RaiseAndSetIfChanged(ref _itemCount, value);
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RaisePropertyChanged(nameof(IsIndeterminate));
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RaisePropertyChanged(nameof(ProgressPercent));
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RaisePropertyChanged(nameof(Description));
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}
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}
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/// <summary>
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/// Gets or sets an tag
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/// </summary>
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public object Tag { get; set; }
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/// <summary>
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/// Gets the remaining items to be processed
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/// </summary>
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public uint RemainingItems => _itemCount - _processedItems;
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public int ProgressStep => (int)ProgressPercent;
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public string Description => ToString();
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public bool IsIndeterminate => _itemCount == 0;
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/// <summary>
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/// Gets the progress from 0 to 100%
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/// </summary>
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public double ProgressPercent => _itemCount == 0 ? 0 : Math.Round(_processedItems * 100.0 / _itemCount, 2).Clamp(0, 100);
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public static OperationProgress operator +(OperationProgress progress, uint value)
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{
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progress.ProcessedItems += value;
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return progress;
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}
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public static OperationProgress operator ++(OperationProgress progress)
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{
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progress.ProcessedItems++;
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return progress;
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}
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public static OperationProgress operator --(OperationProgress progress)
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{
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progress.ProcessedItems--;
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return progress;
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}
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public void Reset(string name = "", uint itemCount = 0, uint items = 0)
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{
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ItemName = name;
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ItemCount = itemCount;
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ProcessedItems = items;
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}
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public override string ToString()
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{
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return _itemCount == 0 ?
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$"{_processedItems}/? {_itemName}" :
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$"{_processedItems.ToString().PadLeft(_itemCount.ToString().Length, '0')}/{_itemCount} {_itemName} | {ProgressPercent:F2}%";
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}
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public void TriggerRefresh()
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{
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RaisePropertyChanged(nameof(ElapsedTimeStr));
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RaisePropertyChanged(nameof(CanCancel));
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//OnPropertyChanged(nameof(ProgressPercent));
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//OnPropertyChanged(nameof(Description));
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}
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public void LockAndIncrement()
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{
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/*lock (Mutex)
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{
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ProcessedItems++;
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}*/
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Interlocked.Increment(ref _processedItems);
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RaisePropertyChanged(nameof(ProcessedItems));
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RaisePropertyChanged(nameof(ProgressPercent));
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RaisePropertyChanged(nameof(Description));
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}
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}
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}
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