GUI/SensorNode.cs
author moel.mich
Mon, 11 Apr 2011 22:38:39 +0000
changeset 269 38cd90779aad
parent 166 fa9dfbfc4145
child 287 1f5cf5d533e6
permissions -rw-r--r--
Fixed a few details for the Linux GUI.
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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 OpenHardwareMonitor.Hardware;
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using OpenHardwareMonitor.Utilities;
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namespace OpenHardwareMonitor.GUI {
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  public class SensorNode : Node {
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    private ISensor sensor;
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    private PersistentSettings settings;
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    private UnitManager unitManager;
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    private string format;
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    private bool plot = false;       
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    public string ValueToString(float? value) {
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      if (value.HasValue) {
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        if (sensor.SensorType == SensorType.Temperature && 
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          unitManager.TemperatureUnit == TemperatureUnit.Fahrenheit) {
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          return string.Format("{0:F1} °F", value * 1.8 + 32);
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        } else {
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          return string.Format(format, value);
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        }                
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      } else
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        return "-";
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    }
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    public SensorNode(ISensor sensor, PersistentSettings settings, 
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      UnitManager unitManager) : base() {      
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      this.sensor = sensor;
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      this.settings = settings;
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      this.unitManager = unitManager;
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      switch (sensor.SensorType) {
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        case SensorType.Voltage: format = "{0:F2} V"; break;
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        case SensorType.Clock: format = "{0:F0} MHz"; break;
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        case SensorType.Load: format = "{0:F1} %"; break;
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        case SensorType.Temperature: format = "{0:F1} °C"; break;
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        case SensorType.Fan: format = "{0:F0} RPM"; break;
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        case SensorType.Flow: format = "{0:F0} L/h"; break;
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        case SensorType.Control: format = "{0:F1} %"; break;
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        case SensorType.Level: format = "{0:F1} %"; break;
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      }
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      bool hidden = settings.GetValue(new Identifier(sensor.Identifier, 
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        "hidden").ToString(), sensor.IsDefaultHidden);
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      base.IsVisible = !hidden;
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    }
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    public override string Text {
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      get { return sensor.Name; }
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      set { sensor.Name = value; }
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    }
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    public override bool IsVisible {
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      get { return base.IsVisible; }
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      set { 
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        base.IsVisible = value;
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        settings.SetValue(new Identifier(sensor.Identifier,
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          "hidden").ToString(), !value);
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      }
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    }
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    public bool Plot {
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      get { return plot; }
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      set { plot = value; }
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    }
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    public ISensor Sensor {
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      get { return sensor; }
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    }
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    public string Value {
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      get { return ValueToString(sensor.Value); }
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    }
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    public string Min {
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      get { return ValueToString(sensor.Min); }
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    }
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    public string Max {
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      get { return ValueToString(sensor.Max); }
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    }
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    public override bool Equals(System.Object obj) {
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      if (obj == null) 
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        return false;
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      SensorNode s = obj as SensorNode;
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      if (s == null) 
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        return false;
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      return (sensor == s.sensor);
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    }
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    public override int GetHashCode() {
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      return sensor.GetHashCode();
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    }
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  }
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}