GUI/HardwareNode.cs
author moel.mich
Mon, 01 Feb 2010 23:10:05 +0000
changeset 20 022f9fc23784
child 24 09ab31bee6bd
permissions -rw-r--r--
Release version 0.1.9. Fixed ATI GPU id check.
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/*
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  Version: MPL 1.1/GPL 2.0/LGPL 2.1
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  The contents of this file are subject to the Mozilla Public License Version
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  1.1 (the "License"); you may not use this file except in compliance with
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  the License. You may obtain a copy of the License at
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  http://www.mozilla.org/MPL/
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  Software distributed under the License is distributed on an "AS IS" basis,
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  WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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  for the specific language governing rights and limitations under the License.
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  The Original Code is the Open Hardware Monitor code.
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  The Initial Developer of the Original Code is 
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  Michael Möller <m.moeller@gmx.ch>.
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  Portions created by the Initial Developer are Copyright (C) 2009-2010
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  the Initial Developer. All Rights Reserved.
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  Contributor(s):
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  Alternatively, the contents of this file may be used under the terms of
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  either the GNU General Public License Version 2 or later (the "GPL"), or
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  the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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  in which case the provisions of the GPL or the LGPL are applicable instead
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  of those above. If you wish to allow use of your version of this file only
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  under the terms of either the GPL or the LGPL, and not to allow others to
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  use your version of this file under the terms of the MPL, indicate your
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  decision by deleting the provisions above and replace them with the notice
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  and other provisions required by the GPL or the LGPL. If you do not delete
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  the provisions above, a recipient may use your version of this file under
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  the terms of any one of the MPL, the GPL or the LGPL.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using Aga.Controls.Tree;
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using OpenHardwareMonitor.Hardware;
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namespace OpenHardwareMonitor.GUI {
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  public class HardwareNode : Node {
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    private IHardware hardware;
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    private List<TypeNode> typeNodes = new List<TypeNode>();
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    public HardwareNode(IHardware hardware) : base(hardware.Name) {
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      this.hardware = hardware;
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      this.Image = hardware.Icon;
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      typeNodes.Add(new TypeNode(SensorType.Voltage));
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      typeNodes.Add(new TypeNode(SensorType.Clock));
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      typeNodes.Add(new TypeNode(SensorType.Temperature));
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      typeNodes.Add(new TypeNode(SensorType.Fan));
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      foreach (ISensor sensor in hardware.Sensors)
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        SensorAdded(sensor);
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      hardware.SensorAdded +=new SensorEventHandler(SensorAdded);
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      hardware.SensorRemoved += new SensorEventHandler(SensorRemoved);
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    }
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    public IHardware Hardware {
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      get { return hardware; }
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    }
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    public void SetVisible(SensorType sensorType, bool visible) {
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      foreach (TypeNode node in typeNodes)
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        if (node.SensorType == sensorType) {
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          node.IsVisible = visible;
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          UpdateNode(node);
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        }
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    }
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    private void UpdateNode(TypeNode node) {      
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      if (node.IsVisible && node.Nodes.Count > 0) {
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        if (!Nodes.Contains(node)) {
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          int i = 0;
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          while (i < Nodes.Count &&
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            ((TypeNode)Nodes[i]).SensorType < node.SensorType)
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            i++;
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          Nodes.Insert(i, node);  
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        }
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      } else {
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        if (Nodes.Contains(node))
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          Nodes.Remove(node);
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      }
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    }
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    private void SensorRemoved(ISensor sensor) {
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      foreach (TypeNode node in typeNodes)
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        if (node.SensorType == sensor.SensorType) {
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          node.Nodes.Remove(new SensorNode(sensor));
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          UpdateNode(node);
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        }
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    }
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    private void InsertSorted(Node node, ISensor sensor) {
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      int i = 0;
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      while (i < node.Nodes.Count &&
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        ((SensorNode)node.Nodes[i]).Sensor.Index < sensor.Index)
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        i++;
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      node.Nodes.Insert(i, new SensorNode(sensor));        
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    }
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    private void SensorAdded(ISensor sensor) {
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      foreach (TypeNode node in typeNodes)
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        if (node.SensorType == sensor.SensorType) {
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          InsertSorted(node, sensor);
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          UpdateNode(node);
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        }
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    }
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  }
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}