コード例 #1
0
 //called when data for any output pin is requested
 public void Evaluate(int SpreadMax)
 {
     try
     {
         FId.AssignFrom(FParameter.Select(p => p.Id));
         FDatatype.AssignFrom(FParameter.Select(p => p.Datatype));
         FTypeDefinition.AssignFrom(FParameter.Select(p => p.TypeDefinition));
         FValue.AssignFrom(FParameter.Select(p => p.Value));
         FLabel.AssignFrom(FParameter.Select(p => p.Label));
         FWidget.AssignFrom(FParameter.Select(p => p.Widget));
         FGroup.AssignFrom(FParameter.Select(p => p.Group));
         FUserdata.AssignFrom(FParameter.Select(p => p.Userdata));
     }
     catch {}
 }
コード例 #2
0
ファイル: ImagePlayer.cs プロジェクト: vnmone/vvvv-sdk
        public ISpread <Frame> Preload(
            ISpread <int> visibleFrameIndices,
            ISpread <int> preloadFrameNrs,
            int bufferSize,
            EX9.Format preferedFormat,
            out int frameCount,
            out double durationIO,
            out double durationTexture,
            out int unusedFrames,
            ref ISpread <bool> loadedFrames)
        {
            var files = FFiles;

            frameCount      = files.Length;
            durationIO      = 0.0;
            durationTexture = 0.0;
            unusedFrames    = 0;

            // Nothing to do
            if (files.Length == 0)
            {
                loadedFrames.SliceCount = 0;
                return(new Spread <Frame>(0));
            }

            // Map frame numbers to file names
            var preloadFiles = preloadFrameNrs.Select(
                frameNr =>
            {
                var fileName = files[VMath.Zmod(frameNr, files.Length)];
                return(CreateFrameInfo(fileName, bufferSize, preferedFormat));
            })
                               .ToArray();

            // Dispose previously loaded frames
            foreach (var file in FPreloadedFrames.Keys.ToArray())
            {
                if (!preloadFiles.Contains(file))
                {
                    var frame = FPreloadedFrames[file];
                    Dispose(frame);
                }
            }

            // Ensure that there are as much dequeues as enqueues (or we'll run out of memory)
            while (FScheduledFrameInfos.Count > preloadFrameNrs.SliceCount)
            {
                var frame     = Dequeue();
                var frameInfo = frame.Metadata;
                if (!preloadFiles.Contains(frameInfo) || frameInfo.IsCanceled)
                {
                    // Not needed anymore
                    Dispose(frame);
                    unusedFrames++;
                }
                else
                {
                    FPreloadedFrames.Add(frameInfo, frame);
                }
            }

            // Cancel unused scheduled frames
            foreach (var frameInfo in FScheduledFrameInfos.Where(fi => !fi.IsCanceled))
            {
                if (!preloadFiles.Contains(frameInfo))
                {
                    frameInfo.Cancel();
                }
            }

            // Schedule new frames
            foreach (var file in preloadFiles)
            {
                if (!IsScheduled(file) && !IsPreloaded(file))
                {
                    Enqueue(file);
                }
            }

            // Write the "is loaded" state
            loadedFrames.SliceCount = preloadFrameNrs.SliceCount;
            for (int i = 0; i < loadedFrames.SliceCount; i++)
            {
                var file = preloadFiles[i];
                if (!IsPreloaded(file))
                {
                    var frameInfo = FScheduledFrameInfos.First(fi => fi == file);
                    loadedFrames[i] = frameInfo.IsLoaded;
                }
                else
                {
                    loadedFrames[i] = true;
                }
            }

            // Wait for the visible frames (and dipose unused ones)
            var visibleFrames = new Spread <Frame>(0);
            // Map frame numbers to file names
            var visibleFiles = preloadFiles.Length > 0
                ? visibleFrameIndices.Select(i => preloadFiles[VMath.Zmod(i, preloadFiles.Length)])
                : Enumerable.Empty <FrameInfo>();

            foreach (var file in visibleFiles)
            {
                while (!IsPreloaded(file))
                {
                    var frame     = Dequeue();
                    var frameInfo = frame.Metadata;
                    if (!preloadFiles.Contains(frameInfo) || frameInfo.IsCanceled)
                    {
                        // Not needed anymore
                        Dispose(frame);
                        unusedFrames++;
                    }
                    else
                    {
                        FPreloadedFrames.Add(frameInfo, frame);
                    }
                }
                var visibleFrame     = FPreloadedFrames[file];
                var visibleFrameInfo = visibleFrame.Metadata;
                durationIO      += visibleFrameInfo.DurationIO;
                durationTexture += visibleFrameInfo.DurationTexture;
                visibleFrames.Add(visibleFrame);
            }

            // Release textures of non visible frames
            foreach (var frame in FPreloadedFrames.Values.Where(f => !visibleFrames.Contains(f)))
            {
                frame.Dispose();
            }

            return(visibleFrames);
        }
コード例 #3
0
ファイル: QueueStore.cs プロジェクト: timpernagel/vvvv-sdk
        public void Evaluate(int SpreadMax)
        {
            //return null if one of the control inputs is null
            if (FDoInsert.IsAnyEmpty(FReset))
            {
                FOutput.SliceCount = 0;
                return;
            }

            if (FReset[0])
            {
                FBuffer.Clear();
                FFramesRecorded.SliceCount = 0;
            }

            if (FRemove[0])
            {
                if (FFramesRecorded.SliceCount > 0)
                {
                    foreach (int i in FIndex.Select(x => x % FFramesRecorded.SliceCount).Distinct().OrderByDescending(x => x))
                    {
                        int offset = 0;
                        for (int j = 0; j < i; j++)
                        {
                            offset += FFramesRecorded[j];
                        }

                        if (FFramesRecorded.SliceCount > 1)
                        {
                            FBuffer.RemoveRange(offset, FFramesRecorded[i]);
                        }
                        else
                        {
                            FBuffer.RemoveRange(0, FFramesRecorded[i]);
                        }

                        FFramesRecorded.RemoveAt(i);
                    }
                }
            }

            if (FDoInsert[0])
            {
                // is empty, so insert new slice
                if (FFramesRecorded.SliceCount < 1)
                {
                    FFramesRecorded.Insert(0, 0);
                }
                // new slice for FFramesRecorded reqested
                else if (FDoSplit[0])
                {
                    // duplicate current slice and insert in old queue
                    if (FSplitDuplicate[0])
                    {
                        if (!FAppend[0])
                        {
                            FBuffer.Insert(0, FCopier.CopySpread(FInput));
                            FFramesRecorded[0]++;
                        }
                        else
                        {
                            // search beginning of last queue
                            int count = 0;
                            for (int i = 0; i < FFramesRecorded.SliceCount - 1; i++)
                            {
                                count += FFramesRecorded[i];
                            }

                            FBuffer.Insert(count, FCopier.CopySpread(FInput));
                            FFramesRecorded[FFramesRecorded.SliceCount - 1]++;
                        }
                    }
                    if (!FAppend[0])
                    {
                        FFramesRecorded.Insert(0, 0);
                    }
                    else
                    {
                        FFramesRecorded.Add(0);
                    }
                }

                if (!FAppend[0])
                {
                    FBuffer.Insert(0, FCopier.CopySpread(FInput));
                    FFramesRecorded[0]++;
                }
                else
                {
                    // search beginning of last queue
                    int count = 0;
                    for (int i = 0; i < FFramesRecorded.SliceCount - 1; i++)
                    {
                        count += FFramesRecorded[i];
                    }

                    FBuffer.Insert(count, FCopier.CopySpread(FInput));
                    FFramesRecorded[FFramesRecorded.SliceCount - 1]++;
                }
            }

            FOutput.AssignFrom(FBuffer);

            if (FOutput.SliceCount == 0)
            {
                FFramesRecorded.SliceCount = 0;
            }

            // combines all recorded queues to one big queue
            if (FConsolidate[0] == true)
            {
                int count = 0;

                foreach (int current in FFramesRecorded)
                {
                    count += current;
                }

                FFramesRecorded.SliceCount = 1;
                FFramesRecorded[0]         = count;
            }
        }
コード例 #4
0
ファイル: KeyboardNode.cs プロジェクト: mechaz/vvvv-sdk
 protected override void Evaluate(int spreadMax, bool enabled)
 {
     if (enabled)
     {
         // To support old keyboard node
         if (FLegacyKeyStringIn.SliceCount > 0)
         {
             var keys = FLegacyKeyStringIn.Select(keyAsString => LegacyKeyboardHelper.StringToVirtualKeycode(keyAsString));
             FKeyboardIn.SliceCount = 1;
             FKeyboardIn[0]         = new KeyboardState(keys);
         }
         if (FKeyboardIn.SliceCount > 0)
         {
             var currentKeyboardIn = FKeyboardIn[0] ?? KeyboardState.Empty;
             if (currentKeyboardIn != FLastKeyboardIn)
             {
                 var modifierKeys = currentKeyboardIn.ModifierKeys.Select(k => (VirtualKeyCode)k);
                 var keys         = currentKeyboardIn.KeyCodes.Select(k => (VirtualKeyCode)k).Except(modifierKeys);
                 InputSimulator.SimulateModifiedKeyStroke(modifierKeys, keys);
             }
             FLastKeyboardIn = currentKeyboardIn;
         }
         // Works when we call GetKeyState before calling GetKeyboardState ?!
         //if (FHost.IsRunningInBackground)
         //    FKeysOut[0] = KeyboardState.CurrentAsync;
         //else
         var keyboard = KeyboardState.Current;
         if (keyboard != KeyboardState.Empty && keyboard == FLastKeyboard)
         {
             // Keyboard stayed the same
             if (FStopwatch.ElapsedMilliseconds > 500)
             {
                 // Simulate key repeat by generating a new keyboard with different time code
                 var time         = FStopwatch.ElapsedMilliseconds / 50;
                 var isNewKeyDown = time != FKeyboardOut[0].Time;
                 FKeyboardOut[0] = new KeyboardState(keyboard.KeyCodes, keyboard.CapsLock, (int)time);
                 // Simulate legacy output
                 if (isNewKeyDown)
                 {
                     FLegacyKeyBufferOut.AssignFrom(FKeyDowns);
                 }
                 else
                 {
                     FLegacyKeyBufferOut.SliceCount = 1;
                     FLegacyKeyBufferOut[0]         = string.Empty;
                 }
                 // Evaluate our split plugin
                 FKeyboardSplitNode.Evaluate(spreadMax);
             }
             else
             {
                 // Simulate legacy output
                 FLegacyKeyBufferOut.SliceCount = 1;
                 FLegacyKeyBufferOut[0]         = string.Empty;
             }
         }
         else
         {
             FStopwatch.Restart();
             FKeyboardOut[0] = keyboard;
             // Simulate legacy output
             FLegacyKeyStringOut.AssignFrom(keyboard.KeyCodes.Select(k => LegacyKeyboardHelper.VirtualKeycodeToString(k)));
             FKeyDowns = keyboard.KeyCodes
                         .Except(FLastKeyboard.KeyCodes)
                         .Select(k => LegacyKeyboardHelper.VirtualKeycodeToString(k))
                         .ToList();
             if (FKeyDowns.Count > 0)
             {
                 FLegacyKeyBufferOut.AssignFrom(FKeyDowns);
             }
             else
             {
                 FLegacyKeyBufferOut.SliceCount = 1;
                 FLegacyKeyBufferOut[0]         = string.Empty;
             }
             // Evaluate our split plugin
             FKeyboardSplitNode.Evaluate(spreadMax);
         }
         FLastKeyboard = keyboard;
     }
 }
コード例 #5
0
        protected override void Evaluate(int spreadMax, bool enabled)
        {
            if (enabled)
            {
                Keyboard inputKeyboard;
                if (FKeyboardIn.SliceCount > 0 && FKeyboardIn[0] != null)
                {
                    inputKeyboard = FKeyboardIn[0];
                }
                else
                {
                    // To support old keyboard node
                    var keys = FLegacyKeyStringIn.Select(keyAsString => LegacyKeyboardHelper.StringToVirtualKeycode(keyAsString))
                               .ToList();
                    var keyDowns = keys.Except(FLastLegacyInputKeys);
                    foreach (var keyDown in keyDowns)
                    {
                        FLegacyInputKeyboardSubject.OnNext(new KeyDownNotification(keyDown));
                    }
                    var keyUps = FLastLegacyInputKeys.Except(keys);
                    foreach (var keyUp in keyUps)
                    {
                        FLegacyInputKeyboardSubject.OnNext(new KeyUpNotification(keyUp));
                    }
                    FLastLegacyInputKeys = keys;
                    inputKeyboard        = FLegacyInputKeyboard;
                }
                FInputKeyboardSubscription.Update(inputKeyboard);
                // Works when we call GetKeyState before calling GetKeyboardState ?!
                //if (FHost.IsRunningInBackground)
                //    FKeysOut[0] = KeyboardState.CurrentAsync;
                //else
                var keyboardState = KeyboardState.Current;
                if (keyboardState != KeyboardState.Empty && keyboardState == FLastKeyboardState)
                {
                    // Keyboard stayed the same
                    if (FStopwatch.ElapsedMilliseconds > 500)
                    {
                        // Simulate key repeat by generating a new keyboard with different time code
                        var time         = FStopwatch.ElapsedMilliseconds / 50;
                        var isNewKeyDown = time != FLastTime;
                        // Simulate legacy output
                        if (isNewKeyDown)
                        {
                            foreach (var keyDown in FKeyDowns)
                            {
                                FKeyNotificationSubject.OnNext(new KeyDownNotification(keyDown));
                            }
                            FLegacyKeyBufferOut.AssignFrom(FKeyDowns.Select(k => LegacyKeyboardHelper.VirtualKeycodeToString(k)));
                        }
                        else
                        {
                            FLegacyKeyBufferOut.SliceCount = 1;
                            FLegacyKeyBufferOut[0]         = string.Empty;
                        }
                        FLastTime = time;
                        // Evaluate our split plugin
                        FKeyboardSplitNode.Evaluate(spreadMax);
                    }
                    else
                    {
                        // Simulate legacy output
                        FLegacyKeyBufferOut.SliceCount = 1;
                        FLegacyKeyBufferOut[0]         = string.Empty;
                    }
                }
                else
                {
                    FStopwatch.Restart();

                    var keyDowns = keyboardState.KeyCodes.Except(FLastKeyboardState.KeyCodes);
                    foreach (var keyDown in keyDowns)
                    {
                        FKeyNotificationSubject.OnNext(new KeyDownNotification(keyDown));
                    }
                    var keyUps = FLastKeyboardState.KeyCodes.Except(keyboardState.KeyCodes);
                    foreach (var keyUp in keyUps)
                    {
                        FKeyNotificationSubject.OnNext(new KeyUpNotification(keyUp));
                    }
                    FKeyboardOut[0].CapsLock = Control.IsKeyLocked(Keys.CapsLock);

                    // Simulate legacy output
                    FLegacyKeyStringOut.AssignFrom(keyboardState.KeyCodes.Select(k => LegacyKeyboardHelper.VirtualKeycodeToString(k)));
                    FKeyDowns = keyboardState.KeyCodes
                                .Except(FLastKeyboardState.KeyCodes)
                                .ToList();
                    if (FKeyDowns.Count > 0)
                    {
                        FLegacyKeyBufferOut.AssignFrom(FKeyDowns.Select(k => LegacyKeyboardHelper.VirtualKeycodeToString(k)));
                    }
                    else
                    {
                        FLegacyKeyBufferOut.SliceCount = 1;
                        FLegacyKeyBufferOut[0]         = string.Empty;
                    }
                    // Evaluate our split plugin
                    FKeyboardSplitNode.Evaluate(spreadMax);
                }
                FLastKeyboardState = keyboardState;
            }
        }
コード例 #6
0
        public ISpread <Frame> Preload(
            ISpread <int> visibleFrameIndices,
            ISpread <int> preloadFrameNrs,
            int bufferSize,
            out int frameCount,
            out double durationIO,
            out double durationTexture,
            out int unusedFrames,
            ref ISpread <bool> loadedFrames)
        {
            frameCount      = FFiles.Length;
            durationIO      = 0.0;
            durationTexture = 0.0;
            unusedFrames    = 0;

            // Nothing to do
            if (FFiles.Length == 0)
            {
                loadedFrames.SliceCount = 0;
                return(new Spread <Frame>(0));
            }

            // Map frame numbers to file names
            var preloadFiles = preloadFrameNrs.Select(frameNr => FFiles[VMath.Zmod(frameNr, FFiles.Length)]).ToArray();

            // Dispose previously loaded frames
            foreach (var file in FPreloadedFrames.Keys.ToArray())
            {
                if (!preloadFiles.Contains(file))
                {
                    var frame = FPreloadedFrames[file];
                    Dispose(frame);
                }
            }

            // Ensure that there are as much dequeues as enqueues (or we'll run out of memory)
            while (FScheduledFrameInfos.Count > preloadFrameNrs.SliceCount)
            {
                var frame     = Dequeue();
                var frameInfo = frame.Metadata;
                if (!preloadFiles.Contains(frameInfo.Filename) || frameInfo.IsCanceled)
                {
                    // Not needed anymore
                    Dispose(frame);
                    unusedFrames++;
                }
                else
                {
                    FPreloadedFrames.Add(frameInfo.Filename, frame);
                }
            }

            // Cancel unused scheduled frames
            foreach (var frameInfo in FScheduledFrameInfos.Where(fi => !fi.IsCanceled))
            {
                if (!preloadFiles.Contains(frameInfo.Filename))
                {
                    frameInfo.Cancel();
                }
            }

            // Free resources if there're no frames to preload and we didn't free them yet
            if (preloadFiles.Length == 0 && !FClearedMemoryPool)
            {
                FMemoryPool.Clear();
                // Remember that we cleared the pool
                FClearedMemoryPool = true;
            }

            // Schedule new frames
            foreach (var file in preloadFiles)
            {
                if (!IsScheduled(file) && !IsPreloaded(file))
                {
                    var frameInfo = CreateFrameInfo(file, bufferSize);
                    Enqueue(frameInfo);
                }
                // We're back using resources from the pool -> not clean anymore
                FClearedMemoryPool = false;
            }

            // Write the "is loaded" state
            loadedFrames.SliceCount = preloadFrameNrs.SliceCount;
            for (int i = 0; i < loadedFrames.SliceCount; i++)
            {
                var file = preloadFiles[i];
                if (!IsPreloaded(file))
                {
                    var frameInfo = FScheduledFrameInfos.First(fi => fi.Filename == file);
                    loadedFrames[i] = frameInfo.IsLoaded;
                }
                else
                {
                    loadedFrames[i] = true;
                }
            }

            // Wait for the visible frames (and dipose unused ones)
            var visibleFrames = new Spread <Frame>(0);
            // Map frame numbers to file names
            var visibleFiles = preloadFiles.Length > 0 ? visibleFrameIndices.Select(i => preloadFiles[VMath.Zmod(i, preloadFiles.Length)]) : Enumerable.Empty <string>();

            foreach (var file in visibleFiles)
            {
                while (!IsPreloaded(file))
                {
                    var frame     = Dequeue();
                    var frameInfo = frame.Metadata;
                    if (!preloadFiles.Contains(frameInfo.Filename) || frameInfo.IsCanceled)
                    {
                        // Not needed anymore
                        Dispose(frame);
                        unusedFrames++;
                    }
                    else
                    {
                        FPreloadedFrames.Add(frameInfo.Filename, frame);
                    }
                }
                var visibleFrame     = FPreloadedFrames[file];
                var visibleFrameInfo = visibleFrame.Metadata;
                durationIO      += visibleFrameInfo.DurationIO;
                durationTexture += visibleFrameInfo.DurationTexture;
                visibleFrames.Add(visibleFrame);
            }

            // Release textures of non visible frames
            foreach (var frame in FPreloadedFrames.Values.Where(f => !visibleFrames.Contains(f)))
            {
                frame.Dispose();
            }

            return(visibleFrames);
        }