iocommander input and virtual input

This commit is contained in:
meelstorm
2025-07-21 12:07:33 +02:00
parent cd70088d9a
commit e761b24c95
21 changed files with 418 additions and 21 deletions

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@@ -0,0 +1,49 @@
namespace VisionBuilder.UI.IOCommander.Windows
{
partial class IOCommanderVirtualInput
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
SuspendLayout();
//
// IOCommanderVirtualInput
//
AutoScaleDimensions = new SizeF(7F, 15F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(200, 500);
ControlBox = false;
FormBorderStyle = FormBorderStyle.FixedToolWindow;
MaximizeBox = false;
MinimizeBox = false;
Name = "IOCommanderVirtualInput";
Text = "IO Commander Virtual Input";
ResumeLayout(false);
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using VisionBuilder.UI.Common;
using VisionBuilder.UI.IOCommander.Interfaces;
namespace VisionBuilder.UI.IOCommander.Windows
{
public partial class IOCommanderVirtualInput : Form, IIOCommander
{
private CheckBox[] _checkBoxes;
public IOCommanderVirtualInput()
{
InitializeComponent();
InitializeCheckboxes();
}
public BitArray PinState { get; set; } = new BitArray(20);
public event Action<int, bool>? OnPinChanged = delegate { };
public void SetPins(int pin, bool state)
{
// This is a dummy function as per requirement
}
private void InitializeCheckboxes()
{
// Set form properties
this.Text = "IO Commander Virtual Input";
this.ClientSize = new Size(200, 500);
this.FormBorderStyle = FormBorderStyle.FixedDialog;
this.MaximizeBox = false;
this.StartPosition = FormStartPosition.Manual;
this.Location = new Point(350, 50); // Set a fixed position for the form
// Create a panel to contain checkboxes with scrolling if needed
Panel panel = new Panel
{
Dock = DockStyle.Fill,
AutoScroll = true
};
this.Controls.Add(panel);
// Initialize checkboxes
_checkBoxes = new CheckBox[20];
for (int i = 0; i < 20; i++)
{
int pinNumber = i + 1; // Pins are 1-indexed
_checkBoxes[i] = new CheckBox
{
Text = pinNumber.ToString(),
Location = new Point(20, 20 + (i * 22)),
Size = new Size(150, 20),
Tag = pinNumber, // Store the pin number in Tag for easy reference
};
// Add event handler
_checkBoxes[i].CheckedChanged += CheckBox_CheckedChanged;
panel.Controls.Add(_checkBoxes[i]);
}
}
private void CheckBox_CheckedChanged(object? sender, EventArgs e)
{
if (sender is CheckBox checkBox)
{
int pin = (int)checkBox.Tag;
bool state = checkBox.Checked;
// Update the BitArray
PinState.Set(pin - 1, state); // Adjust for 0-based indexing in BitArray
// Trigger the event
OnPinChanged?.Invoke(pin, state);
}
}
protected override void OnShown(EventArgs e)
{
TopMost= true;
Focus();
TopMost = true;
}
}
}

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@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
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<resheader name="version">2.0</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
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<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<resheader name="resmimetype">
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@@ -0,0 +1,28 @@
using VisionBuilder.UI.IOCommander.Interfaces;
using VisionBuilder.UI.IOCommander.Settings;
namespace VisionBuilder.UI.IOCommander.Windows;
public class IOCommanderVirtualInputFactory: IIOCommanderFactory
{
private readonly VirtualInputSettings _settings;
private readonly DefaultIOCommanderFactory _defaultFactory;
public IOCommanderVirtualInputFactory(VirtualInputSettings settings, IOCommanderSettings ioCommanderSettings)
{
_settings = settings;
_defaultFactory = new DefaultIOCommanderFactory(ioCommanderSettings);
}
public IIOCommander Create()
{
if (_settings.Enabled)
{
var res = new IOCommanderVirtualInput();
res.Show();
return res;
}
return _defaultFactory.Create();
}
}

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@@ -18,4 +18,11 @@ public static class ModuleExtensions
self.Bind<WindowsIOCommanderDebugViewSettings,ISettings>().ToConstant(new WindowsIOCommanderDebugViewSettings());
return self;
}
public static IKernel UseIOCommanderVirtualInput(this IKernel self)
{
self.Bind<VirtualInputSettings, ISettings>().To<VirtualInputSettings>().InSingletonScope();
self.Rebind<IIOCommanderFactory>().To<IOCommanderVirtualInputFactory>().InSingletonScope();
return self;
}
}

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using Inspectron.Settings;
using VisionBuilder.UI.Common;
namespace VisionBuilder.UI.IOCommander.Windows;
public class VirtualInputSettings: ISettings
{
public bool Enabled { get; set; }
public void RegisterSettings(InspectronSettings settings)
{
settings.RegisterSimple(this,()=>this.Enabled,"IOCommander/Virtual input",nameof(Enabled));
}
}