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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//#define DEBUG_RENDERING_FEEDBACK
//
//
// Description:
// DynamicRenderer PlugIn - Provides off (and on) app Dispatcher Inking support.
//
//
using System;
using System.Diagnostics;
using System.Collections.Specialized;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Threading;
using System.Windows.Threading;
using MS.Utility;
using System.Windows.Ink;
using MS.Internal.Ink;
using System.Security;
using SR=MS.Internal.PresentationCore.SR;
namespace System.Windows.Input.StylusPlugIns
{
/////////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
public class DynamicRenderer : StylusPlugIn
{
/////////////////////////////////////////////////////////////////////
private class StrokeInfo
{
int _stylusId;
int _startTime;
int _lastTime;
ContainerVisual _strokeCV; // App thread rendering CV
ContainerVisual _strokeRTICV; // real time input CV
bool _seenUp; // Have we seen the stylusUp event yet?
bool _isReset; // Was reset used to create this StrokeInfo?
SolidColorBrush _fillBrush; // app thread based brushed
DrawingAttributes _drawingAttributes;
StrokeNodeIterator _strokeNodeIterator;
double _opacity;
DynamicRendererHostVisual _strokeHV; // App thread rendering HostVisual
public StrokeInfo(DrawingAttributes drawingAttributes, int stylusDeviceId, int startTimestamp, DynamicRendererHostVisual hostVisual)
{
_stylusId = stylusDeviceId;
_startTime = startTimestamp;
_lastTime = _startTime;
_drawingAttributes = drawingAttributes.Clone(); // stroke copy for duration of stroke.
_strokeNodeIterator = new StrokeNodeIterator(_drawingAttributes);
Color color = _drawingAttributes.Color;
_opacity = _drawingAttributes.IsHighlighter ? 0 : (double)color.A / (double)StrokeRenderer.SolidStrokeAlpha;
color.A = StrokeRenderer.SolidStrokeAlpha;
// Set the brush to be used with this new stroke too (since frozen can be shared by threads)
SolidColorBrush brush = new SolidColorBrush(color);
brush.Freeze();
_fillBrush = brush;
_strokeHV = hostVisual;
hostVisual.AddStrokeInfoRef(this); // Add ourselves as reference.
}
// Public props to access info
public int StylusId
{
get { return _stylusId; }
}
public int StartTime
{
get { return _startTime; }
}
public int LastTime
{
get { return _lastTime; }
set { _lastTime = value; }
}
public ContainerVisual StrokeCV
{
get { return _strokeCV; }
set { _strokeCV = value; }
}
public ContainerVisual StrokeRTICV
{
get { return _strokeRTICV; }
set { _strokeRTICV = value; }
}
public bool SeenUp
{
get { return _seenUp; }
set { _seenUp = value; }
}
public bool IsReset
{
get { return _isReset; }
set { _isReset = value; }
}
public StrokeNodeIterator StrokeNodeIterator
{
get { return _strokeNodeIterator; }
set
{
ArgumentNullException.ThrowIfNull(value);
_strokeNodeIterator = value;
}
}
public SolidColorBrush FillBrush
{
get { return _fillBrush; }
set { _fillBrush = value; }
}
public DrawingAttributes DrawingAttributes
{
get { return _drawingAttributes; }
}
public double Opacity
{
get { return _opacity; }
}
public DynamicRendererHostVisual StrokeHV
{
get { return _strokeHV; }
}
// See if timestamp is part of this stroke. Deals with tickcount wrapping.
public bool IsTimestampWithin(int timestamp)
{
// If we've seen up use the start and end to figure out if timestamp
// is between start and last. Note that we need to deal with the
// times wrapping back to 0.
if (SeenUp)
{
if (StartTime < LastTime) // wrapping check
{
return ((timestamp >= StartTime) && (timestamp <= LastTime));
}
else // The timestamp wrapped back to zero
{
return ((timestamp >= StartTime) || (timestamp <= LastTime));
}
}
else
{
return true; // everything is consider part of an open StrokeInfo.
}
}
// See if a new timestamp adding at the end of this stroke. Deals with tickcount wrapping.
public bool IsTimestampAfter(int timestamp)
{
// If we've seen up then timestamp can't be after, otherwise do the check.
// Note that we need to deal with the times wrapping (goes negative).
if (!SeenUp)
{
if (LastTime >= StartTime)
{
if (timestamp >= LastTime)
{
return true;
}
else
{
return ((LastTime > 0) && (timestamp < 0)); // true if we wrapped
}
}
else // The timestamp may have wrapped, see if greater than last time and less than start time
{
return timestamp >= LastTime && timestamp <= StartTime;
}
}
else
{
return false; // Nothing can be after a closed StrokeInfo (see up).
}
}
}
private class DynamicRendererHostVisual : HostVisual
{
internal bool InUse
{
get { return _strokeInfoList.Count > 0; }
}
internal bool HasSingleReference
{
get { return _strokeInfoList.Count == 1; }
}
internal void AddStrokeInfoRef(StrokeInfo si)
{
_strokeInfoList.Add(si);
}
internal void RemoveStrokeInfoRef(StrokeInfo si)
{
_strokeInfoList.Remove(si);
}
internal VisualTarget VisualTarget
{
get
{
if (_visualTarget == null)
{
_visualTarget = new VisualTarget(this);
_visualTarget.RootVisual = new ContainerVisual();
}
return _visualTarget;
}
}
VisualTarget _visualTarget;
List<StrokeInfo> _strokeInfoList = new List<StrokeInfo>();
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On UIContext
/// </summary>
public DynamicRenderer() : base()
{
_zeroSizedFrozenRect = new RectangleGeometry(new Rect(0,0,0,0));
_zeroSizedFrozenRect.Freeze();
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// Reset will stop the current strokes being dynamically rendered
/// and start a new stroke with the packets passed in. Specified StylusDevice
/// must be in down position when calling this method.
/// Only call from application dispatcher.
/// </summary>
/// <param name="stylusDevice"></param>
/// <param name="stylusPoints"></param>
public virtual void Reset(StylusDevice stylusDevice, StylusPointCollection stylusPoints)
{
// NOTE: stylusDevice == null means the mouse device.
// Nothing to do if root visual not queried or not hookup up to element yet.
if (_mainContainerVisual == null || _applicationDispatcher == null || !IsActiveForInput)
return;
// Ensure on UIContext.
_applicationDispatcher.VerifyAccess();
// Make sure the stylusdevice specified (or mouse if null stylusdevice) is currently in
// down state!
bool inAir = (stylusDevice != null) ?
stylusDevice.InAir :
Mouse.PrimaryDevice.LeftButton == MouseButtonState.Released;
if (inAir)
{
throw new ArgumentException(SR.Stylus_MustBeDownToCallReset, "stylusDevice");
}
// Avoid reentrancy due to lock() call.
using(_applicationDispatcher.DisableProcessing())
{
lock(__siLock)
{
AbortAllStrokes(); // stop any current inking strokes
// Now create new si and insert it in the list.
StrokeInfo si = new StrokeInfo(DrawingAttributes,
(stylusDevice != null) ? stylusDevice.Id : 0,
Environment.TickCount, GetCurrentHostVisual());
_strokeInfoList.Add(si);
si.IsReset = true;
if (stylusPoints != null)
{
RenderPackets(stylusPoints, si); // do this inside of lock to make sure this renders first.
}
}
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On app Dispatcher
/// </summary>
public Visual RootVisual
{
get
{
// NOTE: We don't create any visuals (real time or non real time) until someone
// queries for this property since we can't display anything until this is done and
// they hook the returned visual up to their visual tree.
if (_mainContainerVisual == null)
{
CreateInkingVisuals(); // ensure at least the app dispatcher visuals are created.
}
return _mainContainerVisual;
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On app Dispatcher
/// </summary>
protected override void OnAdded()
{
// Grab the dispatcher we're hookup up to.
_applicationDispatcher = Element.Dispatcher;
// If we are active for input, make sure we create the real time inking thread
// and visuals if needed.
if (IsActiveForInput)
{
CreateRealTimeVisuals(); // Transitions to inking thread.
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On app dispatcher
/// </summary>
protected override void OnRemoved()
{
// Make sure we destroy any real time visuals and thread when removed.
DestroyRealTimeVisuals();
_applicationDispatcher = null; // removed from tree.
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On UIContext
/// </summary>
protected override void OnIsActiveForInputChanged()
{
// We only want to keep our real time inking thread references around only
// when we need them. If not enabled for input then we don't need them.
if (IsActiveForInput)
{
// Make sure we create the real time inking visuals if we in tree.
CreateRealTimeVisuals(); // Transitions to inking thread.
}
else
{
DestroyRealTimeVisuals();
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On pen threads or app thread
/// </summary>
protected override void OnStylusEnter(RawStylusInput rawStylusInput, bool confirmed)
{
HandleStylusEnterLeave(rawStylusInput, true, confirmed);
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On pen threads or app thread
/// </summary>
protected override void OnStylusLeave(RawStylusInput rawStylusInput, bool confirmed)
{
HandleStylusEnterLeave(rawStylusInput, false, confirmed);
}
private void HandleStylusEnterLeave(RawStylusInput rawStylusInput, bool isEnter, bool isConfirmed)
{
// See if we need to abort a stroke due to entering or leaving within a stroke.
if (isConfirmed)
{
StrokeInfo si = FindStrokeInfo(rawStylusInput.Timestamp);
if (si != null)
{
if (rawStylusInput.StylusDeviceId == si.StylusId)
{
if ((isEnter && (rawStylusInput.Timestamp > si.StartTime)) ||
(!isEnter && !si.SeenUp))
{
// abort this stroke.
TransitionStrokeVisuals(si, true);
}
}
}
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On UIContext
/// </summary>
protected override void OnEnabledChanged()
{
// If going disabled cancel all real time strokes. We won't be getting any more
// events.
if (!Enabled)
{
AbortAllStrokes();
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected override void OnStylusDown(RawStylusInput rawStylusInput)
{
// Only allow inking if someone has queried our RootVisual.
if (_mainContainerVisual != null)
{
StrokeInfo si;
lock(__siLock)
{
si = FindStrokeInfo(rawStylusInput.Timestamp);
// If we find we are already in the middle of stroke then bail out.
// Can only ink with one stylus at a time.
if (si != null)
{
return;
}
si = new StrokeInfo(DrawingAttributes, rawStylusInput.StylusDeviceId, rawStylusInput.Timestamp, GetCurrentHostVisual());
_strokeInfoList.Add(si);
}
rawStylusInput.NotifyWhenProcessed(si);
RenderPackets(rawStylusInput.GetStylusPoints(), si);
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected override void OnStylusMove(RawStylusInput rawStylusInput)
{
// Only allow inking if someone has queried our RootVisual.
if (_mainContainerVisual != null)
{
StrokeInfo si = FindStrokeInfo(rawStylusInput.Timestamp);
if (si != null && (si.StylusId == rawStylusInput.StylusDeviceId))
{
// We only render packets that are in the proper order due to
// how our incremental rendering uses the last point to continue
// the path geometry from.
// NOTE: We also update the LastTime value here too
if (si.IsTimestampAfter(rawStylusInput.Timestamp))
{
si.LastTime = rawStylusInput.Timestamp;
RenderPackets(rawStylusInput.GetStylusPoints(), si);
}
}
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected override void OnStylusUp(RawStylusInput rawStylusInput)
{
// Only allow inking if someone has queried our RootVisual.
if (_mainContainerVisual != null)
{
StrokeInfo si = FindStrokeInfo(rawStylusInput.Timestamp);
if (si != null &&
((si.StylusId == rawStylusInput.StylusDeviceId) ||
(rawStylusInput.StylusDeviceId == 0 &&
(si.IsReset ||
(si.IsTimestampAfter(rawStylusInput.Timestamp) && IsStylusUp(si.StylusId))))))
{
si.SeenUp = true;
si.LastTime = rawStylusInput.Timestamp;
rawStylusInput.NotifyWhenProcessed(si);
}
}
}
private bool IsStylusUp(int stylusId)
{
TabletDeviceCollection tabletDevices = Tablet.TabletDevices;
for (int i=0; i<tabletDevices.Count; i++)
{
TabletDevice tabletDevice = tabletDevices[i];
for (int j=0; j<tabletDevice.StylusDevices.Count; j++)
{
StylusDevice stylusDevice = tabletDevice.StylusDevices[j];
if (stylusId == stylusDevice.Id)
return stylusDevice.InAir;
}
}
return true; // not found so must be up.
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
private void OnRenderComplete()
{
StrokeInfo si = _renderCompleteStrokeInfo;
Debug.Assert(si!=null); // should never get here unless we are transitioning a stroke.
if (si != null)
{
// See if we are done transitioning this stroke!!
if (si.StrokeHV.Clip == null)
{
// Getting _applicationDispatcher is safe, because this runs in main UI thread.
TransitionComplete(si, _applicationDispatcher);
_renderCompleteStrokeInfo = null;
}
else
{
// Wait for real time visual to be removed and updated.
RemoveDynamicRendererVisualAndNotifyWhenDone(si);
}
}
}
void RemoveDynamicRendererVisualAndNotifyWhenDone(StrokeInfo si)
{
if (si != null)
{
DynamicRendererThreadManager renderingThread = _renderingThread; // Keep it alive
if (renderingThread != null)
{
// We are being called by the main UI thread, so marshal over to
// the inking thread before cleaning up the stroke visual.
renderingThread.ThreadDispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object unused)
{
if (si.StrokeRTICV != null)
{
// Now wait till this is rendered and then notify UI thread.
if (_onDRThreadRenderComplete == null)
{
_onDRThreadRenderComplete = new EventHandler(OnDRThreadRenderComplete);
}
// Add to list to transact.
_renderCompleteDRThreadStrokeInfoList.Enqueue(si);
// See if we are already waiting for a removed stroke to be rendered.
// If we aren't then remove visuals and wait for it to be rendered.
// Otherwise we'll do the work when the current stroke has been removed.
if (!_waitingForDRThreadRenderComplete)
{
((ContainerVisual)si.StrokeHV.VisualTarget.RootVisual).Children.Remove(si.StrokeRTICV);
si.StrokeRTICV = null;
// hook up render complete notification for one time then unhook.
MediaContext.From(renderingThread.ThreadDispatcher).RenderComplete += _onDRThreadRenderComplete;
_waitingForDRThreadRenderComplete = true;
}
}
else
{
// Nothing to transition so just say we're done!
NotifyAppOfDRThreadRenderComplete(si);
}
return null;
},
null);
}
}
}
private void NotifyAppOfDRThreadRenderComplete(StrokeInfo si)
{
Dispatcher dispatcher = _applicationDispatcher;
if (dispatcher != null)
{
// We are being called by the inking thread, so marshal over to
// the UI thread before handling the StrokeInfos that are done rendering.
dispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object unused)
{
// See if this is the one we are doing a full transition for.
if (si == _renderCompleteStrokeInfo)
{
if (si.StrokeHV.Clip != null)
{
si.StrokeHV.Clip = null;
NotifyOnNextRenderComplete();
}
else
{
Debug.Assert(_waitingForRenderComplete, "We were expecting to be waiting for a RenderComplete to call our OnRenderComplete, we might never reset and get flashing strokes from here on out");
TransitionComplete(si, dispatcher); // We're done
}
}
else
{
TransitionComplete(si, dispatcher); // We're done
}
return null;
},
null);
}
}
private void OnDRThreadRenderComplete(object sender, EventArgs e)
{
DynamicRendererThreadManager drThread = _renderingThread;
Dispatcher drDispatcher = null;
// Remove RenderComplete hook.
if (drThread != null)
{
drDispatcher = drThread.ThreadDispatcher;
if (drDispatcher != null)
{
if (_renderCompleteDRThreadStrokeInfoList.Count > 0)
{
StrokeInfo si = _renderCompleteDRThreadStrokeInfoList.Dequeue();
NotifyAppOfDRThreadRenderComplete(si);
}
// If no other queued up transitions, then remove event listener.
if (_renderCompleteDRThreadStrokeInfoList.Count == 0)
{
// First unhook event handler
MediaContext.From(drDispatcher).RenderComplete -= _onDRThreadRenderComplete;
_waitingForDRThreadRenderComplete = false;
}
else
{
// Process next waiting one. Note we don't remove till removed processed.
StrokeInfo siNext = _renderCompleteDRThreadStrokeInfoList.Peek();
if (siNext.StrokeRTICV != null)
{
// Post this back to our thread to make sure we return from the
// this render complete call first before queuing up the next.
drDispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object unused)
{
((ContainerVisual)siNext.StrokeHV.VisualTarget.RootVisual).Children.Remove(siNext.StrokeRTICV);
siNext.StrokeRTICV = null;
return null;
},
null);
}
}
}
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected override void OnStylusDownProcessed(object callbackData, bool targetVerified)
{
StrokeInfo si = callbackData as StrokeInfo;
if (si == null)
return;
// See if we need to abort this stroke or reset the HostVisual clipping rect to null.
if (!targetVerified)
{
TransitionStrokeVisuals(si, true);
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected override void OnStylusUpProcessed(object callbackData, bool targetVerified)
{
StrokeInfo si = callbackData as StrokeInfo;
if (si == null)
return;
// clean up stroke visuals (and move to transitional VisualTarget as needed)
TransitionStrokeVisuals(si, !targetVerified);
}
private void OnInternalRenderComplete(object sender, EventArgs e)
{
// First unhook event handler
MediaContext.From(_applicationDispatcher).RenderComplete -= _onRenderComplete;
_waitingForRenderComplete = false;
// Make sure lock() doesn't cause reentrancy.
using(_applicationDispatcher.DisableProcessing())
{
// Now notify event happened.
OnRenderComplete();
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
private void NotifyOnNextRenderComplete()
{
// Nothing to do if not hooked up to plugin collection.
if (_applicationDispatcher == null)
return;
// Ensure on application Dispatcher.
_applicationDispatcher.VerifyAccess();
if (_onRenderComplete == null)
{
_onRenderComplete = new EventHandler(OnInternalRenderComplete);
}
if (!_waitingForRenderComplete)
{
// hook up render complete notification for one time then unhook.
MediaContext.From(_applicationDispatcher).RenderComplete += _onRenderComplete;
_waitingForRenderComplete = true;
}
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected virtual void OnDraw( DrawingContext drawingContext,
StylusPointCollection stylusPoints,
Geometry geometry,
Brush fillBrush)
{
ArgumentNullException.ThrowIfNull(drawingContext);
drawingContext.DrawGeometry(fillBrush, null, geometry);
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS]
/// </summary>
protected virtual void OnDrawingAttributesReplaced()
{
}
/////////////////////////////////////////////////////////////////////
/// <summary>
/// Retrieves the Dispatcher for the thread used for rendering dynamic strokes
/// when receiving data from the stylus input thread(s).
/// </summary>
protected Dispatcher GetDispatcher()
{
return _renderingThread != null ? _renderingThread.ThreadDispatcher : null;
}
/////////////////////////////////////////////////////////////////////
void RenderPackets(StylusPointCollection stylusPoints, StrokeInfo si)
{
// If no points or not hooked up to element then do nothing.
if (stylusPoints.Count == 0 || _applicationDispatcher == null)
return;
// Get a collection of ink nodes built from the new stylusPoints.
si.StrokeNodeIterator = si.StrokeNodeIterator.GetIteratorForNextSegment(stylusPoints);
if (si.StrokeNodeIterator != null)
{
// Create a PathGeometry representing the contour of the ink increment
Geometry strokeGeometry;
Rect bounds;
StrokeRenderer.CalcGeometryAndBounds(si.StrokeNodeIterator,
si.DrawingAttributes,
#if DEBUG_RENDERING_FEEDBACK
null, //debug dc
0d, //debug feedback size
false,//render debug feedback
#endif
false, //calc bounds
out strokeGeometry,
out bounds);
// If we are called from the app thread we can just stay on it and render to that
// visual tree. Otherwise we need to marshal over to our inking thread to do our work.
if (_applicationDispatcher.CheckAccess())
{
// See if we need to create a new container visual for the stroke.
if (si.StrokeCV == null)
{
// Create new container visual for this stroke and add our incremental rendering visual to it.
si.StrokeCV = new ContainerVisual();
// two incrementally rendered stroke segments blend together
// at the rendering point location, thus the alpha value at those locations are higher than the set value.
// This is like you draw two strokes using static rendeer and the intersection part becomes darker.
// Set the opacity of the RootContainerVisual of the whole incremental stroke as color.A/255.0 and override
// the alpha value of the color we send to mil for rendering.
if (!si.DrawingAttributes.IsHighlighter)
{
si.StrokeCV.Opacity = si.Opacity;
}
_mainRawInkContainerVisual.Children.Add(si.StrokeCV);
}
// Create new visual and render the geometry into it
DrawingVisual visual = new DrawingVisual();
DrawingContext drawingContext = visual.RenderOpen();
try
{
OnDraw(drawingContext, stylusPoints, strokeGeometry, si.FillBrush);
}
finally
{
drawingContext.Close();
}
// Now add it to the visual tree (making sure we still have StrokeCV after
// onDraw called above).
if (si.StrokeCV != null)
{
si.StrokeCV.Children.Add(visual);
}
}
else
{
DynamicRendererThreadManager renderingThread = _renderingThread; // keep it alive
Dispatcher drDispatcher = renderingThread != null ? renderingThread.ThreadDispatcher : null;
// Only try to render if we get a ref on the rendering thread.
if (drDispatcher != null)
{
// We are on a pen thread so marshal this call to our inking thread.
drDispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback) delegate(object unused)
{
SolidColorBrush fillBrush = si.FillBrush;
// Make sure this stroke is not aborted
if (fillBrush != null)
{
// See if we need to create a new container visual for the stroke.
if (si.StrokeRTICV == null)
{
// Create new container visual for this stroke and add our incremental rendering visual to it.
si.StrokeRTICV = new ContainerVisual();
// two incrementally rendered stroke segments blend together
// at the rendering point location, thus the alpha value at those locations are higher than the set value.
// This is like you draw two strokes using static rendeer and the intersection part becomes darker.
// Set the opacity of the RootContainerVisual of the whole incremental stroke as color.A/255.0 and override
// the alpha value of the color we send to mil for rendering.
if (!si.DrawingAttributes.IsHighlighter)
{
si.StrokeRTICV.Opacity = si.Opacity;
}
((ContainerVisual)si.StrokeHV.VisualTarget.RootVisual).Children.Add(si.StrokeRTICV);
}
// Create new visual and render the geometry into it
DrawingVisual visual = new DrawingVisual();
DrawingContext drawingContext = visual.RenderOpen();
try
{
OnDraw(drawingContext, stylusPoints, strokeGeometry, fillBrush);
}
finally
{
drawingContext.Close();
}
// Add it to the visual tree
si.StrokeRTICV.Children.Add(visual);
}
return null;
},
null);
}
}
}
}
/////////////////////////////////////////////////////////////////////
void AbortAllStrokes()
{
lock(__siLock)
{
while (_strokeInfoList.Count > 0)
{
TransitionStrokeVisuals(_strokeInfoList[0], true);
}
}
}
// The starting point for doing flicker free rendering when transitioning a real time
// stroke from the DynamicRenderer thread to the application thread.
//
// There's a multi-step process to do this. We now alternate between the two host visuals
// to do the transtion work. Only one HostVisual can be doing a full transition at one time.
// When ones busy the other one reverts back to just removing the real time visual without
// doing the full flicker free work.
//
// Here's the steps for a full transition using a Single DynamicRendererHostVisual:
//
// 1) [UI Thread] Set HostVisual.Clip = zero rect and then wait for render complete of that
// 2) [UI Thread] On RenderComplete gets hit - Call over to DR thread to remove real time visual
// 3) [DR Thread] Removed real time stroke visual and wait for rendercomplete of that
// 4) [DR Thread] On RenderComplete of that call back over to UI thread to let it know that's done
// 5) [UI Thread] Reset HostVisual.Clip = null and wait for render complete of that
// 6) [UI Thread] On rendercomplete - we done. Mark this HostVisual as free.
//
// In the case of another stroke coming through before a previous transition has completed
// then basically instead of starting with step 1 we jump to step 2 and when then on step 5
// we mark the HostVisual free and we are done.
//
void TransitionStrokeVisuals(StrokeInfo si, bool abortStroke)
{
// Make sure we don't get any more input for this stroke.
RemoveStrokeInfo(si);
// remove si visuals and this si
if (si.StrokeCV != null)
{
if (_mainRawInkContainerVisual != null)
{
_mainRawInkContainerVisual.Children.Remove(si.StrokeCV);
}
si.StrokeCV = null;
}
si.FillBrush = null;
// Nothing to do if we've destroyed our host visuals.
if (_rawInkHostVisual1 == null)
return;
bool doRenderComplete = false;
// See if we can do full transition (only when none in progress and not abort)
if (!abortStroke && _renderCompleteStrokeInfo == null)
{
// make sure lock does not cause reentrancy on application thread!
using (_applicationDispatcher.DisableProcessing())
{
lock (__siLock)
{
// We can transition the host visual only if a single reference is on it.
if (si.StrokeHV.HasSingleReference)
{
Debug.Assert(si.StrokeHV.Clip == null);
si.StrokeHV.Clip = _zeroSizedFrozenRect;
Debug.Assert(_renderCompleteStrokeInfo == null);
_renderCompleteStrokeInfo = si;
doRenderComplete = true;
}
}
}
}
if (doRenderComplete)
{
NotifyOnNextRenderComplete();
}
else
{
// Just wait to dynamic rendering thread is updated then we're done.
RemoveDynamicRendererVisualAndNotifyWhenDone(si);
}
}
// Figures out the correct DynamicRenderHostVisual to use.
private DynamicRendererHostVisual GetCurrentHostVisual()
{
// Find which of the two host visuals to use as current.
if (_currentHostVisual == null)
{
_currentHostVisual = _rawInkHostVisual1;
}
else
{
HostVisual transitioningHostVisual = _renderCompleteStrokeInfo != null ?
_renderCompleteStrokeInfo.StrokeHV : null;
if (_currentHostVisual.InUse)
{
if (_currentHostVisual == _rawInkHostVisual1)
{
if (!_rawInkHostVisual2.InUse || _rawInkHostVisual1 == transitioningHostVisual)
{
_currentHostVisual = _rawInkHostVisual2;
}
}
else
{
if (!_rawInkHostVisual1.InUse || _rawInkHostVisual2 == transitioningHostVisual)
{
_currentHostVisual = _rawInkHostVisual1;
}
}
}
}
return _currentHostVisual;
}
// Removes ref from DynamicRendererHostVisual.
void TransitionComplete(StrokeInfo si, Dispatcher applicationDispatcher)
{
// make sure lock does not cause reentrancy on application thread!
using(applicationDispatcher.DisableProcessing())
{
lock(__siLock)
{
si.StrokeHV.RemoveStrokeInfoRef(si);
}
}
}
void RemoveStrokeInfo(StrokeInfo si)
{
lock(__siLock)
{
_strokeInfoList.Remove(si);
}
}
StrokeInfo FindStrokeInfo(int timestamp)
{
lock(__siLock)
{
for (int i=0; i < _strokeInfoList.Count; i++)
{
StrokeInfo siCur = _strokeInfoList[i];
if (siCur.IsTimestampWithin(timestamp))
{
return siCur;
}
}
}
return null;
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
/// <summary>
/// [TBS] - On UIContext
/// </summary>
public DrawingAttributes DrawingAttributes
{
get // called from two UIContexts
{
return _drawAttrsSource;
}
set // (called in UIContext)
{
ArgumentNullException.ThrowIfNull(value);
_drawAttrsSource = value;
OnDrawingAttributesReplaced();
}
}
private void CreateInkingVisuals()
{
if (_mainContainerVisual == null)
{
_mainContainerVisual = new ContainerVisual();
_mainRawInkContainerVisual = new ContainerVisual();
_mainContainerVisual.Children.Add(_mainRawInkContainerVisual);
}
if (IsActiveForInput)
{
// Make sure lock() doesn't cause reentrancy.
using (Element.Dispatcher.DisableProcessing())
{
CreateRealTimeVisuals();
}
}
}
/// <summary>
/// Create the visual target
/// This method is called from the application context
/// </summary>
private void CreateRealTimeVisuals()
{
// Only create if we have a root visual and have not already created them.
if (_mainContainerVisual != null && _rawInkHostVisual1 == null)
{
// Create new VisualTarget and hook up in apps visuals under element.
_rawInkHostVisual1 = new DynamicRendererHostVisual();
_rawInkHostVisual2 = new DynamicRendererHostVisual();
_currentHostVisual = null; // Pick a new current HostVisual on first stylus input.
_mainContainerVisual.Children.Add(_rawInkHostVisual1);
_mainContainerVisual.Children.Add(_rawInkHostVisual2);
// NOTE: Do the work later if perf is bad hooking up VisualTargets on StylusDown...
// Guarentee that objects are valid when on the DR thread below.
//DynamicRendererHostVisual[] myArgs = new DynamicRendererHostVisual[2] { _rawInkHostVisual1, _rawInkHostVisual2 };
// Do this last since we can be reentrant on this call and we want to set
// things up so we are all set except for the real time thread visuals which
// we set up on first usage.
_renderingThread = DynamicRendererThreadManager.GetCurrentThreadInstance();
/*
// We are being called by the main UI thread, so invoke a call over to
// the inking thread to create the visual targets.
// NOTE: Since input rendering uses the same priority we are guanenteed
// that this will be processed before any input will try to be rendererd.
_renderingThread.ThreadDispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object args)
{
DynamicRendererHostVisual[] hostVisuals = (DynamicRendererHostVisual[])args;
VisualTarget vt;
// Query the VisualTarget properties to initialize them.
vt = hostVisuals[0].VisualTarget;
vt = hostVisuals[1].VisualTarget;
return null;
},
myArgs);
*/
}
}
/// <summary>
/// Unhoot the visual target.
/// This method is called from the application Dispatcher
/// </summary>
private void DestroyRealTimeVisuals()
{
// Only need to handle if already created visuals.
if (_mainContainerVisual != null && _rawInkHostVisual1 != null)
{
// Make sure we unhook the rendercomplete event.
if (_waitingForRenderComplete)
{
MediaContext.From(_applicationDispatcher).RenderComplete -= _onRenderComplete;
_waitingForRenderComplete = false;
}
_mainContainerVisual.Children.Remove(_rawInkHostVisual1);
_mainContainerVisual.Children.Remove(_rawInkHostVisual2);
_renderCompleteStrokeInfo = null;
DynamicRendererThreadManager renderingThread = _renderingThread; // keep ref to keep it alive in this routine
Dispatcher drDispatcher = renderingThread != null ? renderingThread.ThreadDispatcher : null;
if (drDispatcher != null)
{
drDispatcher.BeginInvoke(DispatcherPriority.Send,
(DispatcherOperationCallback)delegate(object unused)
{
_renderCompleteDRThreadStrokeInfoList.Clear();
drDispatcher = renderingThread.ThreadDispatcher;
if (drDispatcher != null && _waitingForDRThreadRenderComplete)
{
MediaContext.From(drDispatcher).RenderComplete -= _onDRThreadRenderComplete;
}
_waitingForDRThreadRenderComplete = false;
return null;
},
null);
}
// Make sure to free up inking thread ref to ensure thread shuts down properly.
_renderingThread = null;
_rawInkHostVisual1 = null;
_rawInkHostVisual2 = null;
_currentHostVisual = null; // We create new HostVisuals next time we're enabled.
AbortAllStrokes(); // Doing this here avoids doing a begininvoke to enter the rendering thread (avoid reentrancy).
}
}
/////////////////////////////////////////////////////////////////////
private Dispatcher _applicationDispatcher;
private Geometry _zeroSizedFrozenRect;
private DrawingAttributes _drawAttrsSource = new DrawingAttributes();
List<StrokeInfo> _strokeInfoList = new List<StrokeInfo>();
// Visuals layout:
//
// _mainContainerVisual (root of inking tree - RootVisual [on app Dispatcher])
// |
// +-- _mainRawInkDispatcher (app dispatcher based stylus events renderer here [on app dispatcher])
// |
// +-- _rawInkHostVisual1 (HostVisual for inking on separate thread [on app dispatcher])
// | |
// | +-- VisualTarget ([on RealTimeInkingDispatcher thread])
// |
// +-- _rawInkHostVisual2 (HostVisual for inking on separate thread [on app dispatcher])
// |
// +-- VisualTarget ([on RealTimeInkingDispatcher thread])
//
private ContainerVisual _mainContainerVisual;
private ContainerVisual _mainRawInkContainerVisual;
private DynamicRendererHostVisual _rawInkHostVisual1;
private DynamicRendererHostVisual _rawInkHostVisual2;
DynamicRendererHostVisual _currentHostVisual; // Current HV.
// For OnRenderComplete support (for UI Thread)
EventHandler _onRenderComplete;
bool _waitingForRenderComplete;
readonly object __siLock = new object();
private StrokeInfo _renderCompleteStrokeInfo;
// On internal real time ink rendering thread.
private DynamicRendererThreadManager _renderingThread;
// For OnRenderComplete support (for DynamicRenderer Thread)
EventHandler _onDRThreadRenderComplete;
bool _waitingForDRThreadRenderComplete;
Queue<StrokeInfo> _renderCompleteDRThreadStrokeInfoList = new Queue<StrokeInfo>();
}
}
|