A stave consists of a list of different staves and groups them using an accolade.
예제 #1
0
        protected StaveGroup CreateEmptyStaveGroup()
        {
            var group = new StaveGroup();
            group.Layout = this;

            var isFirstTrack = true;
            for (var i = 0; i < Renderer.Tracks.Length; i++)
            {
                var track = Renderer.Tracks[i];
                for (var j = 0; j < Renderer.Settings.Staves.Count; j++)
                {
                    var s = Renderer.Settings.Staves[j];
                    if (Environment.StaveFactories.ContainsKey(s.Id))
                    {
                        var factory = Environment.StaveFactories[s.Id](this);
                        if (factory.CanCreate(track) && (isFirstTrack || !factory.HideOnMultiTrack))
                        {
                            group.AddStave(track, new Stave(s.Id, factory, s.AdditionalSettings));
                        }
                    }
                }
                isFirstTrack = false;
            }
            return group;
        }
예제 #2
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        public override void DoLayoutAndRender()
        {
            if (Renderer.Settings.Staves.Count == 0) return;

            var score = Renderer.Score;
            var canvas = Renderer.Canvas;

            var startIndex = Renderer.Settings.Layout.Get("start", 1);
            startIndex--; // map to array index
            startIndex = Math.Min(score.MasterBars.Count - 1, Math.Max(0, startIndex));
            var currentBarIndex = startIndex;

            var endBarIndex = Renderer.Settings.Layout.Get("count", score.MasterBars.Count);
            endBarIndex = startIndex + endBarIndex - 1; // map count to array index
            endBarIndex = Math.Min(score.MasterBars.Count - 1, Math.Max(0, endBarIndex));

            var x = PagePadding[0];
            var y = PagePadding[1];

            _group = CreateEmptyStaveGroup();

            while (currentBarIndex <= endBarIndex)
            {
                _group.AddBars(Renderer.Tracks, currentBarIndex);
                currentBarIndex++;
            }

            _group.X = x;
            _group.Y = y;

            _group.FinalizeGroup(this);

            y += _group.Height + (GroupSpacing * Scale);

            Height = y + PagePadding[3];
            Width = _group.X + _group.Width + PagePadding[2];

            // TODO: Find a good way to render the score partwise
            // we need to precalculate the final height somehow

            canvas.BeginRender(Width, Height);
            canvas.Color = Renderer.RenderingResources.MainGlyphColor;
            canvas.TextAlign = TextAlign.Left;
            _group.Paint(0, 0, Renderer.Canvas);
            var result = canvas.EndRender();
            OnPartialRenderFinished(new RenderFinishedEventArgs
            {
                TotalWidth = Width,
                TotalHeight = y,
                Width = Width,
                Height = Height,
                RenderResult = result
            });
        }
예제 #3
0
 public StaveTrackGroup(StaveGroup staveGroup, Track track)
 {
     StaveGroup = staveGroup;
     Track      = track;
     Staves     = new FastList <Stave>();
 }
예제 #4
0
        public override void DoLayoutAndRender()
        {
            if (Renderer.Settings.Staves.Count == 0) return;

            var score = Renderer.Score;
            var canvas = Renderer.Canvas;

            var startIndex = Renderer.Settings.Layout.Get("start", 1);
            startIndex--; // map to array index
            startIndex = Math.Min(score.MasterBars.Count - 1, Math.Max(0, startIndex));
            var currentBarIndex = startIndex;

            var endBarIndex = Renderer.Settings.Layout.Get("count", score.MasterBars.Count);
            endBarIndex = startIndex + endBarIndex - 1; // map count to array index
            endBarIndex = Math.Min(score.MasterBars.Count - 1, Math.Max(0, endBarIndex));

            _group = CreateEmptyStaveGroup();
            _group.X = PagePadding[0];
            _group.Y = PagePadding[1];

            var countPerPartial = Renderer.Settings.Layout.Get("countPerPartial", 10);
            var partials = new FastList<HorizontalScreenLayoutPartialInfo>();

            var currentPartial = new HorizontalScreenLayoutPartialInfo();

            while (currentBarIndex <= endBarIndex)
            {
                var result = _group.AddBars(Renderer.Tracks, currentBarIndex);

                // if we detect that the new renderer is linked to the previous
                // renderer, we need to put it into the previous partial 
                var renderer = _group.GetBarRenderer(currentBarIndex);
                if (currentPartial.MasterBars.Count == 0 && result.IsLinkedToPrevious && partials.Count > 0)
                {
                    var previousPartial = partials[partials.Count - 1];
                    previousPartial.MasterBars.Add(score.MasterBars[currentBarIndex]);
                    previousPartial.Width += renderer.Width;

                }
                else
                {
                    currentPartial.MasterBars.Add(score.MasterBars[currentBarIndex]);
                    currentPartial.Width += renderer.Width;
                    // no targetPartial here because previous partials already handled this code
                    if (currentPartial.MasterBars.Count >= countPerPartial)
                    {
                        if (partials.Count == 0)
                        {
                            currentPartial.Width += _group.X + _group.AccoladeSpacing;
                        }
                        partials.Add(currentPartial);
                        currentPartial = new HorizontalScreenLayoutPartialInfo();
                    }
                }
                
                currentBarIndex++;
            }

            // don't miss the last partial if not empty
            if (currentPartial.MasterBars.Count >= 0)
            {
                if (partials.Count == 0)
                {
                    currentPartial.Width += _group.X + _group.AccoladeSpacing;
                }
                partials.Add(currentPartial);
            }


            _group.FinalizeGroup(this);

            Height = _group.Y + _group.Height + PagePadding[3];
            Width = _group.X + _group.Width + PagePadding[2];

            // TODO: Find a good way to render the score partwise
            // we need to precalculate the final height somehow

            //canvas.BeginRender(Width, Height);
            //canvas.Color = Renderer.RenderingResources.MainGlyphColor;
            //canvas.TextAlign = TextAlign.Left;
            //_group.Paint(0, 0, Renderer.Canvas);
            //var result = canvas.EndRender();
            //OnPartialRenderFinished(new RenderFinishedEventArgs
            //{
            //    TotalWidth = Width,
            //    TotalHeight = y,
            //    Width = Width,
            //    Height = Height,
            //    RenderResult = result
            //});

            currentBarIndex = 0;
            for (var i = 0; i < partials.Count; i++)
            {
                var partial = partials[i];
                canvas.BeginRender(partial.Width, Height);
                canvas.Color = Renderer.RenderingResources.MainGlyphColor;
                canvas.TextAlign = TextAlign.Left;

                var renderer = _group.GetBarRenderer(partial.MasterBars[0].Index);
                var renderX = renderer.X + _group.AccoladeSpacing;
                if (i == 0)
                {
                    renderX -= _group.X + _group.AccoladeSpacing;
                }
                _group.PaintPartial(-renderX, _group.Y, Renderer.Canvas, currentBarIndex, partial.MasterBars.Count);
                var result = canvas.EndRender();
                OnPartialRenderFinished(new RenderFinishedEventArgs
                {
                    TotalWidth = Width,
                    TotalHeight = Height,
                    Width = partial.Width,
                    Height = Height,
                    RenderResult = result
                });
                currentBarIndex += partial.MasterBars.Count;
            }

        }
예제 #5
0
        /// <summary>
        /// Realignes the bars in this line according to the available space
        /// </summary>
        private void FitGroup(StaveGroup group)
        {
            // calculate additional space for each bar (can be negative!)
            float barSpace = 0f;
            float freeSpace = MaxWidth - group.Width;

            if (freeSpace != 0 && group.MasterBars.Count > 0)
            {
                barSpace = freeSpace / group.MasterBars.Count;
            }

            if (group.IsFull || barSpace < 0)
            {
                // add it to the measures
                group.ApplyBarSpacing(barSpace);
            }

            Width = Math.Max(Width, group.Width);
        }
예제 #6
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 public StaveTrackGroup(StaveGroup staveGroup, Track track)
 {
     StaveGroup = staveGroup;
     Track = track;
     Staves = new FastList<Stave>();
 }
예제 #7
0
        protected StaveGroup CreateEmptyStaveGroup()
        {
            var group = new StaveGroup();
            group.Layout = this;

            var isFirstTrack = true;
            for (var trackIndex = 0; trackIndex < Renderer.Tracks.Length; trackIndex++)
            {
                var track = Renderer.Tracks[trackIndex];
                for (int staveIndex = 0; staveIndex < track.Staves.Count; staveIndex++)
                {
                    for (var renderStaveIndex = 0; renderStaveIndex < Renderer.Settings.Staves.Count; renderStaveIndex++)
                    {
                        var s = Renderer.Settings.Staves[renderStaveIndex];
                        if (Environment.StaveFactories.ContainsKey(s.Id))
                        {
                            var factory = Environment.StaveFactories[s.Id](this);
                            if (factory.CanCreate(track) && (isFirstTrack || !factory.HideOnMultiTrack) && (staveIndex == 0 || !factory.HideOnMultiTrack))
                            {
                                group.AddStave(track, new Staff(track.Staves[staveIndex], s.Id, factory, s.AdditionalSettings));
                            }
                        }
                    }
                }
                isFirstTrack = false;
            }
            return group;
        }