Provided a common class for observable collections similar to what the .NET Framework 3.0 offers; ParentingCollection no longer requires the parent type to be a reference type; Laid the foundation for a new progress tracking framework that can be used to drive progress bars, loading screens and such

git-svn-id: file:///srv/devel/repo-conversion/nusu@9 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2007-04-16 17:18:16 +00:00
parent 355e5766d4
commit 2d145ca867
11 changed files with 379 additions and 6 deletions

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@ -65,6 +65,10 @@
<Reference Include="System.Xml" /> <Reference Include="System.Xml" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Source\Collections\ObservableCollection.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>ObservableCollection</Name>
</Compile>
<Compile Include="Source\Collections\UnintrusivePriorityQueue.cs"> <Compile Include="Source\Collections\UnintrusivePriorityQueue.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline> <XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>UnintrusivePriorityQueue</Name> <Name>UnintrusivePriorityQueue</Name>
@ -139,6 +143,10 @@
<XNAUseContentPipeline>false</XNAUseContentPipeline> <XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>Progression</Name> <Name>Progression</Name>
</Compile> </Compile>
<Compile Include="Source\Tracking\ProgressionCollection.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>ProgressionCollection</Name>
</Compile>
<Compile Include="Source\Tracking\ProgressUpdateEventArgs.cs"> <Compile Include="Source\Tracking\ProgressUpdateEventArgs.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline> <XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>ProgressUpdateEventArgs</Name> <Name>ProgressUpdateEventArgs</Name>

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@ -0,0 +1,109 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace Nuclex.Support.Collections {
/// <summary>Generic collection of progressions</summary>
public class ObservableCollection<ItemType> : Collection<ItemType> {
#region class ItemEventArgs
/// <summary>Arguments class for events that need to pass a progression</summary>
public class ItemEventArgs : EventArgs {
/// <summary>Initializes a new event arguments supplier</summary>
/// <param name="item">Item to be supplied to the event handler</param>
public ItemEventArgs(ItemType item) {
this.item = item;
}
/// <summary>Obtains the collection item the event arguments are carrying</summary>
public ItemType Item {
get { return this.item; }
}
/// <summary>Item that's passed to the event handler</summary>
private ItemType item;
}
#endregion // class ItemEventArgs
/// <summary>Raised when an item has been added to the collection</summary>
public event EventHandler<ItemEventArgs> ItemAdded;
/// <summary>Raised when an item is removed from the collection</summary>
public event EventHandler<ItemEventArgs> ItemRemoved;
/// <summary>Raised the collection is about to be cleared</summary>
public event EventHandler Clearing;
/// <summary>Removes all elements from the Collection</summary>
protected override void ClearItems() {
OnClearing();
base.ClearItems();
}
/// <summary>
/// Inserts an element into the ProgressionCollection at the specified index
/// </summary>
/// <param name="index">
/// The object to insert. The value can be null for reference types.
/// </param>
/// <param name="item">The zero-based index at which item should be inserted</param>
protected override void InsertItem(int index, ItemType item) {
base.InsertItem(index, item);
OnAdded(item);
}
/// <summary>
/// Removes the element at the specified index of the ProgressionCollection
/// </summary>
/// <param name="index">The zero-based index of the element to remove</param>
protected override void RemoveItem(int index) {
ItemType item = base[index];
base.RemoveItem(index);
OnRemoved(item);
}
/// <summary>Replaces the element at the specified index</summary>
/// <param name="index">
/// The new value for the element at the specified index. The value can be null
/// for reference types
/// </param>
/// <param name="item">The zero-based index of the element to replace</param>
protected override void SetItem(int index, ItemType item) {
ItemType oldItem = base[index];
base.SetItem(index, item);
OnRemoved(oldItem);
OnAdded(item);
}
/// <summary>Fires the 'ItemAdded' event</summary>
/// <param name="item">Item that has been added to the collection</param>
protected virtual void OnAdded(ItemType item) {
if(ItemAdded != null)
ItemAdded(this, new ItemEventArgs(item));
}
/// <summary>Fires the 'ItemRemoved' event</summary>
/// <param name="item">Item that has been removed from the collection</param>
protected virtual void OnRemoved(ItemType item) {
if(ItemRemoved != null)
ItemRemoved(this, new ItemEventArgs(item));
}
/// <summary>Fires the 'Clearing' event</summary>
protected virtual void OnClearing() {
if(Clearing != null)
Clearing(this, EventArgs.Empty);
}
}
} // namespace Nuclex.Support.Collections

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@ -5,7 +5,7 @@ namespace Nuclex.Support.Collections {
/// <summary>Base class for objects that can be parented to an owner</summary> /// <summary>Base class for objects that can be parented to an owner</summary>
/// <typeparam name="ParentType">Type of the parent object</typeparam> /// <typeparam name="ParentType">Type of the parent object</typeparam>
public class Parentable<ParentType> where ParentType : class { public class Parentable<ParentType> {
/// <summary>Assigns a new parent to this instance</summary> /// <summary>Assigns a new parent to this instance</summary>
internal void SetParent(ParentType parent) { internal void SetParent(ParentType parent) {

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@ -15,8 +15,7 @@ namespace Nuclex.Support.Collections {
/// <typeparam name="ParentType">Type of the parent object to assign to items</typeparam> /// <typeparam name="ParentType">Type of the parent object to assign to items</typeparam>
/// <typeparam name="ItemType">Type of the items being managed in the collection</typeparam> /// <typeparam name="ItemType">Type of the items being managed in the collection</typeparam>
public class ParentingCollection<ParentType, ItemType> : Collection<ItemType> public class ParentingCollection<ParentType, ItemType> : Collection<ItemType>
where ItemType : Parentable<ParentType> where ItemType : Parentable<ParentType> {
where ParentType : class {
/// <summary>Reparents all elements in the collection</summary> /// <summary>Reparents all elements in the collection</summary>
/// <param name="parent">New parent to take ownership of the items</param> /// <param name="parent">New parent to take ownership of the items</param>
@ -30,7 +29,7 @@ namespace Nuclex.Support.Collections {
/// <summary>Clears all elements from the collection</summary> /// <summary>Clears all elements from the collection</summary>
protected override void ClearItems() { protected override void ClearItems() {
for(int index = 0; index < Count; ++index) for(int index = 0; index < Count; ++index)
base[index].SetParent(null); base[index].SetParent(default(ParentType));
base.ClearItems(); base.ClearItems();
} }
@ -46,7 +45,7 @@ namespace Nuclex.Support.Collections {
/// <summary>Removes an element from the collection</summary> /// <summary>Removes an element from the collection</summary>
/// <param name="index">Index of the element to remove</param> /// <param name="index">Index of the element to remove</param>
protected override void RemoveItem(int index) { protected override void RemoveItem(int index) {
base[index].SetParent(null); base[index].SetParent(default(ParentType));
base.RemoveItem(index); base.RemoveItem(index);
} }
@ -70,7 +69,7 @@ namespace Nuclex.Support.Collections {
if(disposeItems) { if(disposeItems) {
// Have the items do their cleanup work // Have the items do their cleanup work
Reparent(null); Reparent(default(ParentType));
// Dispose of all the items in the collection that implement IDisposable // Dispose of all the items in the collection that implement IDisposable
foreach(ItemType item in this) { foreach(ItemType item in this) {

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@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
/// <summary>Interface for abortable processes</summary>
public interface IAbortable {
/// <summary>Aborts the running process. Can be called from any thread.</summary>
void AsyncAbort();
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
public class MultiProgression<ProgressionType> : Progression
where ProgressionType : Progression {
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
/// <summary>Base class for observable operations running in the background</summary>
public abstract class Operation : Progression {
/// <summary>Possible outcomes of an operation</summary>
public enum Outcomes {
/// <summary>The operation has not ended yet</summary>
Pending,
/// <summary>The operation has succeeded</summary>
Success,
/// <summary>The operation has failed</summary>
Failure,
}
/*
/// <summary>Begins executing the operation</summary>
public abstract void BeginExecute();
public virtual void Execute() {
try {
BeginExecute();
this.outcome = EndExecute();
}
catch(Exception exception) {
this.outcome = Outcomes.Failure;
}
}
/// <summary>Ends the </summary>
public virtual Outcomes EndExecute() {
WaitHandle.WaitOne();
return this.outcome;
}
/// <summary>The Outcome of the operation when it has finished</summary>
public Outcomes Outcome {
get { return this.outcome; }
}
/// <summary>Outcome of the operation</summary>
protected Outcomes outcome;
*/
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
/// <summary>Event arguments for a progress update notification</summary>
public class ProgressUpdateEventArgs : EventArgs {
/// <summary>Initializes the progress update informations</summary>
/// <param name="progress">Achieved progress ranging from 0.0 to 1.0</param>
public ProgressUpdateEventArgs(float progress) {
this.progress = progress;
}
/// <summary>Currently achieved progress</summary>
public float Progress {
get { return this.progress; }
}
/// <summary>Achieved progress</summary>
protected float progress;
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,128 @@
using System;
using System.Threading;
namespace Nuclex.Support.Tracking {
/// <summary>Base class for actions that give an indication of their progress</summary>
/// <remarks>
/// <para>
/// By encapsulating long-running operations which will ideally be running in
/// a background thread in a class that's derived from Progression you can wait
/// for the completion of the operation and receive feedback on the achieved
/// progress. This is useful for displaying a progress bar, loading screen or
/// some means of entertaining the user while he waits for the operation to
/// complete. It is also possible to register callbacks which will be fired once
/// the progression has ended.
/// </para>
/// <para>
/// This class deliberately does not provide an Execute() or similar method to
/// clearly seperate the initiation of an operation from just monitoring it.
/// By omitting an Execute() method, it also becomes possible to construct a
/// progression just-in-time when it is explicitely asked for.
/// </para>
/// </remarks>
public abstract class Progression {
#region class EndedDummyProgression
/// <summary>Dummy progression which always is in the 'ended' state</summary>
internal class EndedDummyProgression : Progression {
/// <summary>Initializes a new ended dummy progression</summary>
public EndedDummyProgression() {
OnAsyncEnded();
}
}
#endregion // class EndedDummyProgression
/// <summary>A dummy progression that's always in the 'ended' state</summary>
/// <remarks>
/// Useful if an operation is already complete when it's being asked for or
/// when a progression that's lazily created is accessed after the original
/// operation has ended already.
/// </remarks>
public static readonly Progression EndedDummy = new EndedDummyProgression();
/// <summary>will be triggered to report when progress has been achieved</summary>
public event EventHandler<ProgressUpdateEventArgs> AsyncProgressUpdated;
/// <summary>Will be triggered when the progression has ended</summary>
public event EventHandler AsyncEnded;
/// <summary>Whether the progression has ended already</summary>
public virtual bool Ended {
get { return ended; }
}
/// <summary>WaitHandle that can be used to wait for the progression to end</summary>
public WaitHandle WaitHandle {
get {
lock(this) {
// The WaitHandle will only be created when someone asks for it!
if(this.doneEvent == null)
this.doneEvent = new ManualResetEvent(this.ended);
}
return this.doneEvent;
}
}
/// <summary>Fires the progress update event</summary>
/// <param name="progress">Progress to report (ranging from 0.0 to 1.0)</param>
/// <remarks>
/// Informs the observers of this progression about the achieved progress.
/// </remarks>
protected virtual void OnAsyncProgressUpdated(float progress) {
OnAsyncProgressUpdated(new ProgressUpdateEventArgs(progress));
}
/// <summary>Fires the progress update event</summary>
/// <param name="eventArguments">Progress to report (ranging from 0.0 to 1.0)</param>
/// <remarks>
/// Informs the observers of this progression about the achieved progress.
/// Allows for classes derived from the Progression class to easily provide
/// a custom event arguments class that has been derived from the
/// Progression's ProgressUpdateEventArgs class.
/// </remarks>
protected virtual void OnAsyncProgressUpdated(ProgressUpdateEventArgs eventArguments) {
EventHandler<ProgressUpdateEventArgs> copy = AsyncProgressUpdated;
if(copy != null)
copy(this, eventArguments);
}
/// <summary>Fires the AsyncEnded event</summary>
/// <remarks>
/// This event should be fired by the implementing class when its work is completed.
/// It's of no interest to this class whether the outcome of the process was successfull
/// or not, the outcome and results of the process taking place need to be communicated
/// seperately.
/// </remarks>
protected virtual void OnAsyncEnded() {
lock(this) {
ended = true;
if(this.doneEvent != null)
this.doneEvent.Set();
}
EventHandler copy = AsyncEnded;
if(copy != null)
copy(this, EventArgs.Empty);
}
/// <summary>Event that will be set when the progression is completed</summary>
/// <remarks>
/// This event is will only be created when it is specifically asked for using
/// the WaitHandle property.
/// </remarks>
private volatile ManualResetEvent doneEvent;
/// <summary>Whether the operation has completed yet</summary>
private volatile bool ended;
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Nuclex.Support.Collections;
namespace Nuclex.Support.Tracking {
/// <summary>Non-generic version of the progression collection</summary>
public class ProgressionCollection : ProgressionCollection<Progression> { }
/// <summary>Generic collection of progressions</summary>
public class ProgressionCollection<ProgressionType>
: ObservableCollection<Progression> where ProgressionType : Progression { }
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,10 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
public class ThreadedMethodOperation : Operation {
}
} // namespace Nuclex.Support.Tracking