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using System;
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using System.Collections.Generic;
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using System.Windows;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Threading;
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using System.Windows.Controls;
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using System.ComponentModel;
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namespace smx_config
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{
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// The state and configuration of a pad.
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public struct LoadFromConfigDelegateArgsPerController
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{
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public SMX.SMXInfo info;
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public SMX.SMXConfig config;
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public SMX.SMXSensorTestModeData test_data;
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// The panels that are activated. Note that to receive notifications from OnConfigChange
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// when inputs change state, set RefreshOnInputChange to true. Otherwise, this field will
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// be filled in but notifications won't be sent due to only inputs changing.
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public bool[] inputs;
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}
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public struct LoadFromConfigDelegateArgs
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{
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// This indicates which fields changed since the last call.
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public bool ConfigurationChanged, InputChanged, TestDataChanged;
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// Data for each of two controllers:
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public LoadFromConfigDelegateArgsPerController[] controller;
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// If we have more than one connected controller, we expect them to be the same version.
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// Return the newest firmware version that's connected.
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public int firmwareVersion()
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{
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int result = 1;
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foreach(var data in controller)
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{
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if(data.info.connected && data.info.m_iFirmwareVersion > result)
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result = data.info.m_iFirmwareVersion;
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}
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return result;
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}
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// The control that changed the configuration (passed to FireConfigurationChanged).
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public object source;
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};
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// This class tracks the device we're currently configuring, and runs a callback when
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// it changes.
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class CurrentSMXDevice
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{
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public static CurrentSMXDevice singleton;
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// This is fired when FireConfigurationChanged is called, and when the current device
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// changes.
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public delegate void ConfigurationChangedDelegate(LoadFromConfigDelegateArgs args);
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public event ConfigurationChangedDelegate ConfigurationChanged;
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private bool[] WasConnected = new bool[2] { false, false };
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private bool[][] LastInputs = new bool[2][];
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private SMX.SMXSensorTestModeData[] LastTestData = new SMX.SMXSensorTestModeData[2];
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private Dispatcher MainDispatcher;
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public CurrentSMXDevice()
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{
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// Grab the main thread's dispatcher, so we can invoke into it.
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MainDispatcher = Dispatcher.CurrentDispatcher;
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// Set our update callback. This will be called when something happens: connection or disconnection,
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// inputs changed, configuration updated, test data updated, etc. It doesn't specify what's changed,
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// we simply check the whole state.
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SMX.SMX.Start(delegate(int PadNumber, SMX.SMX.SMXUpdateCallbackReason reason) {
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// Console.WriteLine("... " + reason);
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// This is called from a thread, with SMX's internal mutex locked. We must not call into SMX
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// or do anything with the UI from here. Just queue an update back into the UI thread.
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MainDispatcher.InvokeAsync(delegate() {
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switch(reason)
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{
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case SMX.SMX.SMXUpdateCallbackReason.Updated:
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CheckForChanges();
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break;
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case SMX.SMX.SMXUpdateCallbackReason.FactoryResetCommandComplete:
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Console.WriteLine("SMX_FactoryResetCommandComplete");
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FireConfigurationChanged(null);
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break;
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}
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});
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});
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}
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public void Shutdown()
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{
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SMX.SMX.Stop();
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}
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private void CheckForChanges()
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{
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LoadFromConfigDelegateArgs args = GetState();
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// Mark which parts have changed.
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//
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// For configuration, we only check for connection state changes. Actual configuration
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// changes are fired by controls via FireConfigurationChanged.
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for(int pad = 0; pad < 2; ++pad)
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{
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LoadFromConfigDelegateArgsPerController controller = args.controller[pad];
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if(WasConnected[pad] != controller.info.connected)
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{
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args.ConfigurationChanged = true;
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WasConnected[pad] = controller.info.connected;
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}
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if(LastInputs[pad] == null || !Enumerable.SequenceEqual(controller.inputs, LastInputs[pad]))
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{
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args.InputChanged = true;
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LastInputs[pad] = controller.inputs;
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}
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if(!controller.test_data.Equals(LastTestData[pad]))
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{
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args.TestDataChanged = true;
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LastTestData[pad] = controller.test_data;
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}
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}
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// Only fire the delegate if something has actually changed.
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if(args.ConfigurationChanged || args.InputChanged || args.TestDataChanged)
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ConfigurationChanged?.Invoke(args);
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}
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public void FireConfigurationChanged(object source)
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{
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LoadFromConfigDelegateArgs args = GetState();
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args.ConfigurationChanged = true;
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args.source = source;
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ConfigurationChanged?.Invoke(args);
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}
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public LoadFromConfigDelegateArgs GetState()
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{
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LoadFromConfigDelegateArgs args = new LoadFromConfigDelegateArgs();
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args.controller = new LoadFromConfigDelegateArgsPerController[2];
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for(int pad = 0; pad < 2; ++pad)
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{
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LoadFromConfigDelegateArgsPerController controller;
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controller.test_data = new SMX.SMXSensorTestModeData();
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// Expand the inputs mask to an array.
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UInt16 Inputs = SMX.SMX.GetInputState(pad);
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controller.inputs = new bool[9];
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for(int i = 0; i < 9; ++i)
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controller.inputs[i] = (Inputs & (1 << i)) != 0;
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SMX.SMX.GetInfo(pad, out controller.info);
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SMX.SMX.GetConfig(pad, out controller.config);
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SMX.SMX.GetTestData(pad, out controller.test_data);
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args.controller[pad] = controller;
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}
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return args;
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}
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}
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// Call a delegate on configuration change. Configuration changes are notified by calling
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// FireConfigurationChanged. Listeners won't receive notifications for changes that they
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// fired themselves.
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public class OnConfigChange
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{
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public delegate void LoadFromConfigDelegate(LoadFromConfigDelegateArgs args);
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private readonly Control Owner;
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private readonly LoadFromConfigDelegate Callback;
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private bool _RefreshOnInputChange = false;
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// If set to true, the callback will be invoked on input changes in addition to configuration
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// changes. This can cause the callback to be run at any time, such as while the user is
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// interacting with the control.
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public bool RefreshOnInputChange {
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get { return _RefreshOnInputChange; }
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set {_RefreshOnInputChange = value; }
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}
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private bool _RefreshOnTestDataChange = false;
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// Like RefreshOnInputChange, but enables callbacks when test data changes.
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public bool RefreshOnTestDataChange {
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get { return _RefreshOnTestDataChange; }
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set { _RefreshOnTestDataChange = value; }
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}
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// Owner is the Control that we're calling. This callback will be disable when the
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// control is unloaded, and we won't call it if it's the same control that fired
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// the change via FireConfigurationChanged.
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//
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// In addition, the callback is called when the control is Loaded, to load the initial
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// state.
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public OnConfigChange(Control owner, LoadFromConfigDelegate callback)
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{
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Owner = owner;
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Callback = callback;
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Owner.Loaded += delegate(object sender, RoutedEventArgs e)
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{
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if(CurrentSMXDevice.singleton != null)
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CurrentSMXDevice.singleton.ConfigurationChanged += ConfigurationChanged;
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Refresh();
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};
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Owner.Unloaded += delegate(object sender, RoutedEventArgs e)
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{
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if(CurrentSMXDevice.singleton != null)
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CurrentSMXDevice.singleton.ConfigurationChanged -= ConfigurationChanged;
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};
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}
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private void ConfigurationChanged(LoadFromConfigDelegateArgs args)
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{
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if(args.ConfigurationChanged ||
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(RefreshOnInputChange && args.InputChanged) ||
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(RefreshOnTestDataChange && args.TestDataChanged))
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{
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Callback(args);
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}
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}
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private void Refresh()
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{
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if(CurrentSMXDevice.singleton != null)
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Callback(CurrentSMXDevice.singleton.GetState());
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}
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};
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public class OnInputChange
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{
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public delegate void LoadFromConfigDelegate(LoadFromConfigDelegateArgs args);
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private readonly Control Owner;
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private readonly LoadFromConfigDelegate Callback;
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// Owner is the Control that we're calling. This callback will be disable when the
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// control is unloaded, and we won't call it if it's the same control that fired
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// the change via FireConfigurationChanged.
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//
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// In addition, the callback is called when the control is Loaded, to load the initial
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// state.
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public OnInputChange(Control owner, LoadFromConfigDelegate callback)
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{
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Owner = owner;
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Callback = callback;
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// This is available when the application is running, but will be null in the XAML designer.
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if(CurrentSMXDevice.singleton == null)
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return;
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Owner.Loaded += delegate(object sender, RoutedEventArgs e)
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{
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CurrentSMXDevice.singleton.ConfigurationChanged += ConfigurationChanged;
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Refresh();
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};
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Owner.Unloaded += delegate(object sender, RoutedEventArgs e)
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{
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CurrentSMXDevice.singleton.ConfigurationChanged -= ConfigurationChanged;
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};
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}
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private void ConfigurationChanged(LoadFromConfigDelegateArgs args)
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{
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Callback(args);
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}
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private void Refresh()
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{
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if(CurrentSMXDevice.singleton != null)
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Callback(CurrentSMXDevice.singleton.GetState());
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}
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};
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}
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