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- SPECTRUM_PIXELS 1024→4096 + настройка display_pixels (лимит точек анализатора, SetDisplayResLimit); web-зеркало остаётся 1024 — max-децимация в SnapshotPixels - палитры водопада Classic/Inferno/Turbo + регулятор gamma (в LUT), настройки wf_palette/wf_gamma, страница Waterfall → группа Rendering - GL-водопад переведён на общий LUT/AGC-уровни базового класса (убраны дубли ColorForDB/UpdateLevels) - явные glViewport в GL-вьюхах умножаются на PixelScale (HiDPI), текстура водопада — в физической ширине Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
583 lines
23 KiB
ObjectPascal
583 lines
23 KiB
ObjectPascal
unit WaterfallView;
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{
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WaterfallView.pas — рендеринг водопада.
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TWaterfallView — изолированный класс, не зависит от SpectrumView.
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}
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{$IFDEF FPC}
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{$MODE Delphi}
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{$ENDIF}
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interface
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uses
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Classes, SysUtils, Graphics, ExtCtrls, Controls, Math,
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LCLIntf, LCLType, AppTheme;
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const
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// Максимум точек строки водопада; держать в синхроне с
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// WDSPEngine.SPECTRUM_PIXELS.
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WF_MAX_PIXELS = 4096;
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// Палитры водопада (индексы совпадают с настройкой wf_palette)
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WF_PAL_CLASSIC = 0; // Thetis enhanced (тёмная) / пастельная (светлая тема)
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WF_PAL_INFERNO = 1;
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WF_PAL_TURBO = 2;
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type
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TWaterfallView = class
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protected
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FWaterfallBitmap: TBitmap;
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FWfBitmap: TBitmap;
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FWfBitmapW: Integer;
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FWfBitmapH: Integer;
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FWfRowBuf: array of LongWord; // одна строка (новейшая), нативный порядок
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FWfHead: Integer; // физ. строка bitmap с новейшей линией
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FWfLut: array[0..511] of LongWord; // нативный порядок байт (CPU bitmap)
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FWfLutARGB: array[0..511] of LongWord; // логический $AARRGGBB (GL-путь)
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FWfLutLow: Double;
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FWfLutHigh: Double;
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FWfLutLight: Boolean;
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FWfLutPalette: Integer;
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FWfLutGamma: Double;
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FWfPalette: Integer;
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FWfGamma: Double;
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FWaterfallBuf: array[0..WF_MAX_PIXELS-1] of Single;
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FWaterfallBufCount: Integer;
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FWaterfallDirty: Boolean;
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FWfFrameCounter: Integer;
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FWfFrameInterval: Integer;
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FWfAGCEnabled: Boolean;
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FWfNFEnabled: Boolean;
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FWfManualHigh: Double;
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FWfManualLow: Double;
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FWfAGCOffset: Double;
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FWfHigh: Double;
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FWfLow: Double;
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FCenterFreq: Double;
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FSpanHz: Double;
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FTXMode: Boolean;
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FTXFreq: Double;
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FTXSpanHz: Double;
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FMarkerActive: Boolean;
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FMarkerX: Integer;
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FTheme: TAppTheme;
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FLightTheme: Boolean;
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FPbWaterfall: TControl;
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procedure DrawMarkerLine(C: TCanvas; W, H: Integer);
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procedure BuildWfLut(WfLow, WfHigh: Double);
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function LutNeedsRebuild(WfLow, WfHigh: Double): Boolean;
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function PaletteColor(T: Double): LongWord; // t∈[0..1] → $AARRGGBB
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procedure SetWfPalette(V: Integer);
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procedure SetWfGamma(V: Double);
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procedure UpdateAutoLevels; // гистограммный AGC → FWfLow/FWfHigh
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procedure GetEffectiveLevels(out Lo, Hi: Double);
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public
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constructor Create;
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destructor Destroy; override;
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property CenterFreq: Double read FCenterFreq write FCenterFreq;
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property SpanHz: Double read FSpanHz write FSpanHz;
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property TXMode: Boolean read FTXMode write FTXMode;
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property TXFreq: Double read FTXFreq write FTXFreq;
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property TXSpanHz: Double read FTXSpanHz write FTXSpanHz;
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property WfAGCEnabled: Boolean read FWfAGCEnabled write FWfAGCEnabled;
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property WfNFEnabled: Boolean read FWfNFEnabled write FWfNFEnabled;
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property WfManualHigh: Double read FWfManualHigh write FWfManualHigh;
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property WfManualLow: Double read FWfManualLow write FWfManualLow;
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property WfAGCOffset: Double read FWfAGCOffset write FWfAGCOffset;
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property WaterfallDirty: Boolean read FWaterfallDirty write FWaterfallDirty;
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property WfFrameInterval: Integer read FWfFrameInterval write FWfFrameInterval;
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property MarkerActive: Boolean read FMarkerActive write FMarkerActive;
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property MarkerX: Integer read FMarkerX write FMarkerX;
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property PbWaterfall: TControl write FPbWaterfall;
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property WfPalette: Integer read FWfPalette write SetWfPalette;
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property WfGamma: Double read FWfGamma write SetWfGamma;
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procedure SetWaterfallData(const Pixels: array of Single; Count: Integer); virtual;
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procedure DrawWaterfall; virtual;
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procedure PaintWaterfall(Sender: TObject); virtual;
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procedure SetWaterfallBitmapSize(W, H: Integer); virtual;
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procedure ResetWfAvgBuf; virtual;
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procedure ResetWfBuf; virtual;
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procedure SetTheme(const T: TAppTheme); virtual;
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end;
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implementation
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// ════════════════════════════════════════════════════════════════════════════
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// Вспомогательные функции
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// ════════════════════════════════════════════════════════════════════════════
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function FormatFreqWF(Hz: Double): string;
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var Mhz: Int64; KHz, Rest: Integer;
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begin
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Mhz := Trunc(Hz / 1000000);
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KHz := Trunc((Hz - Mhz * 1000000) / 1000);
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Rest := Trunc(Hz) mod 1000;
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Result := Format('%d.%3.3d.%3.3d', [Mhz, KHz, Rest]);
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end;
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// Классическая тёмная палитра (Thetis enhanced), T∈[0..1]
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function ClassicDarkColor(T: Double): LongWord;
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var
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Local: Double;
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R, G, B: Integer;
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begin
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if T <= 0.0 then begin Result := $FF000000; Exit; end;
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if T >= 1.0 then begin Result := ($FF shl 24) or (255 shl 16) or (124 shl 8) or 192; Exit; end;
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if T < (2.0 / 9.0) then
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begin Local := T / (2.0/9.0); R := 0; G := 0; B := Round(Local * 255.0); end
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else if T < (3.0 / 9.0) then
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begin Local := (T - 2.0/9.0) / (1.0/9.0); R := 0; G := Round(Local*255.0); B := 255; end
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else if T < (4.0 / 9.0) then
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begin Local := (T - 3.0/9.0) / (1.0/9.0); R := 0; G := 255; B := Round((1.0-Local)*255.0); end
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else if T < (5.0 / 9.0) then
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begin Local := (T - 4.0/9.0) / (1.0/9.0); R := Round(Local*255.0); G := 255; B := 0; end
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else if T < (7.0 / 9.0) then
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begin Local := (T - 5.0/9.0) / (2.0/9.0); R := 255; G := Round((1.0-Local)*255.0); B := 0; end
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else if T < (8.0 / 9.0) then
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begin Local := (T - 7.0/9.0) / (1.0/9.0); R := 255; G := 0; B := Round(Local*255.0); end
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else
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begin
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Local := (T - 8.0/9.0) / (1.0/9.0);
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R := Round((0.75 + 0.25 * (1.0 - Local)) * 255.0);
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G := Round(Local * 255.0 * 0.5);
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B := 255;
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end;
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R := EnsureRange(R, 0, 255);
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G := EnsureRange(G, 0, 255);
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B := EnsureRange(B, 0, 255);
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Result := ($FF shl 24) or (R shl 16) or (G shl 8) or B;
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end;
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// Линейная интерполяция по таблице стопов, T∈[0..1]
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function GradientColor(const SR, SG, SB: array of Integer; T: Double): LongWord;
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var
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F: Double;
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Seg, N, R, G, B: Integer;
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begin
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N := Length(SR);
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if T <= 0.0 then
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begin
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Result := ($FF shl 24) or (SR[0] shl 16) or (SG[0] shl 8) or SB[0];
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Exit;
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end;
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if T >= 1.0 then
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begin
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Result := ($FF shl 24) or (SR[N-1] shl 16) or (SG[N-1] shl 8) or SB[N-1];
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Exit;
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end;
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F := T * (N - 1);
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Seg := Min(N - 2, Trunc(F));
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F := F - Seg;
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R := EnsureRange(Round(SR[Seg] * (1.0 - F) + SR[Seg+1] * F), 0, 255);
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G := EnsureRange(Round(SG[Seg] * (1.0 - F) + SG[Seg+1] * F), 0, 255);
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B := EnsureRange(Round(SB[Seg] * (1.0 - F) + SB[Seg+1] * F), 0, 255);
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Result := ($FF shl 24) or (R shl 16) or (G shl 8) or B;
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end;
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const
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// Классическая палитра светлой темы (пастель, фон E0E6E8)
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LIGHT_R: array[0..7] of Integer = (224, 160, 20, 0, 0, 220, 255, 255);
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LIGHT_G: array[0..7] of Integer = (230, 185, 80, 185, 200, 210, 90, 20);
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LIGHT_B: array[0..7] of Integer = (232, 210, 200, 210, 80, 0, 0, 20);
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// Inferno (matplotlib), перцептуально-равномерная, 11 опорных точек
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INF_R: array[0..10] of Integer = ( 0, 22, 66, 106, 147, 188, 221, 243, 252, 246, 252);
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INF_G: array[0..10] of Integer = ( 0, 11, 10, 23, 38, 55, 81, 120, 165, 215, 255);
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INF_B: array[0..10] of Integer = ( 4, 57, 104, 110, 103, 84, 58, 25, 10, 70, 164);
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// Turbo (Google), улучшенный jet без артефактов яркости, 9 опорных точек
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TRB_R: array[0..8] of Integer = ( 48, 70, 24, 97, 164, 249, 247, 202, 122);
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TRB_G: array[0..8] of Integer = ( 18, 118, 221, 252, 252, 163, 94, 33, 4);
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TRB_B: array[0..8] of Integer = ( 59, 232, 194, 108, 60, 63, 33, 6, 3);
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// Преобразует логический $AARRGGBB в нативный для ScanLine порядок байт.
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// DARWIN (Cocoa): в памяти [A,R,G,B]; прочие (Qt6/Win32): [B,G,R,A].
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// Платформы little-endian, поэтому байт 0 — младший байт LongWord.
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function NativePixel(ARGB: LongWord): LongWord; inline;
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{$IFDEF DARWIN}
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begin
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Result := (ARGB shr 24) // A → байт 0
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or (((ARGB shr 16) and $FF) shl 8) // R → байт 1
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or (((ARGB shr 8) and $FF) shl 16) // G → байт 2
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or ((ARGB and $FF) shl 24); // B → байт 3
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end;
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{$ELSE}
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begin
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Result := ARGB; // $AARRGGBB на LE уже даёт в памяти [B,G,R,A]
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end;
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{$ENDIF}
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// ════════════════════════════════════════════════════════════════════════════
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// TWaterfallView
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// ════════════════════════════════════════════════════════════════════════════
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constructor TWaterfallView.Create;
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begin
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inherited Create;
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FWaterfallBitmap := TBitmap.Create;
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FWfBitmap := TBitmap.Create;
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FWfBitmap.PixelFormat := pf32bit;
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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FWfManualHigh := -80.0;
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FWfManualLow := -130.0;
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FWfAGCOffset := 0.0;
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FWfHigh := -80.0;
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FWfLow := -130.0;
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FWfAGCEnabled := True;
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FWfNFEnabled := False;
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FWaterfallBufCount := 1024;
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FWfFrameInterval := 2;
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FWfFrameCounter := 0;
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FWaterfallDirty := True;
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FTheme := DarkTheme;
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FLightTheme := False;
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FSpanHz := 192000;
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FWfPalette := WF_PAL_CLASSIC;
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FWfGamma := 1.0;
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FWfLutLow := 1.0; // невалидно → LUT перестроится при первом кадре
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FWfLutHigh := 0.0;
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FWfLutLight := False;
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FWfLutPalette := -1;
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FWfLutGamma := 0.0;
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ResetWfBuf;
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end;
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destructor TWaterfallView.Destroy;
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begin
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FWaterfallBitmap.Free;
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FWfBitmap.Free;
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inherited;
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end;
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procedure TWaterfallView.SetTheme(const T: TAppTheme);
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begin
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FTheme := T;
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FLightTheme := T.BG > TColor($00808080);
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FWaterfallDirty := True;
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// Сброс размера — чтобы следующий кадр перезаполнил фон новой темой
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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FWfLutLow := 1.0; // невалидно → LUT перестроится
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FWfLutHigh := 0.0;
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SetLength(FWfRowBuf, 0);
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FWfHead := 0;
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end;
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procedure TWaterfallView.ResetWfAvgBuf;
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begin
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FWfHigh := FWfManualHigh;
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FWfLow := FWfManualLow;
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FWaterfallDirty := True;
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end;
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procedure TWaterfallView.ResetWfBuf;
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var i: Integer;
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begin
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for i := 0 to High(FWaterfallBuf) do FWaterfallBuf[i] := -130.0;
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FWfHigh := FWfManualHigh;
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FWfLow := FWfManualLow;
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FWaterfallDirty := True;
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end;
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procedure TWaterfallView.SetWfPalette(V: Integer);
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begin
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V := EnsureRange(V, WF_PAL_CLASSIC, WF_PAL_TURBO);
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if V = FWfPalette then Exit;
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FWfPalette := V;
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FWfLutPalette := -1; // LUT перестроится на следующем кадре
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FWaterfallDirty := True;
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end;
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procedure TWaterfallView.SetWfGamma(V: Double);
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begin
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V := EnsureRange(V, 0.3, 3.0);
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if Abs(V - FWfGamma) < 1E-6 then Exit;
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FWfGamma := V;
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FWfLutGamma := 0.0; // LUT перестроится на следующем кадре
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FWaterfallDirty := True;
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end;
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procedure TWaterfallView.SetWaterfallData(const Pixels: array of Single; Count: Integer);
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var i, N: Integer;
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begin
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N := Min(Count, WF_MAX_PIXELS);
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for i := 0 to N - 1 do FWaterfallBuf[i] := Pixels[i];
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FWaterfallBufCount := N;
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Inc(FWfFrameCounter);
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if FWfFrameCounter >= Max(1, FWfFrameInterval) then
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begin
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FWfFrameCounter := 0;
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FWaterfallDirty := True;
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end;
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end;
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procedure TWaterfallView.SetWaterfallBitmapSize(W, H: Integer);
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begin
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FWaterfallBitmap.SetSize(W, H);
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FWfBitmapW := 0;
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FWfBitmapH := 0;
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SetLength(FWfRowBuf, 0);
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FWfHead := 0;
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end;
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procedure TWaterfallView.DrawMarkerLine(C: TCanvas; W, H: Integer);
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var MX: Integer; MarkerFreq: Double; MarkerLbl: string;
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begin
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MX := Round(FMarkerX / 1000.0 * W);
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if (MX < 0) or (MX >= W) then Exit;
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MarkerFreq := (FCenterFreq - FSpanHz / 2) + FMarkerX / 1000.0 * FSpanHz;
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MarkerLbl := FormatFreqWF(Round(MarkerFreq));
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C.Pen.Color := TColor($004444FF);
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C.Pen.Width := 1; C.Pen.Style := psSolid;
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C.MoveTo(MX, 0); C.LineTo(MX, H);
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C.Font.Color := TColor($004444FF);
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C.Font.Size := 7; C.Font.Name := 'Courier New';
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if MX + 4 + C.TextWidth(MarkerLbl) < W then
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C.TextOut(MX + 4, 4, MarkerLbl)
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else
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C.TextOut(MX - 4 - C.TextWidth(MarkerLbl), 4, MarkerLbl);
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end;
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// Цвет палитры для нормированного уровня T∈[0..1] (без гаммы — она в LUT)
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function TWaterfallView.PaletteColor(T: Double): LongWord;
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begin
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case FWfPalette of
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WF_PAL_INFERNO: Result := GradientColor(INF_R, INF_G, INF_B, T);
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WF_PAL_TURBO: Result := GradientColor(TRB_R, TRB_G, TRB_B, T);
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else
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if FLightTheme then
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Result := GradientColor(LIGHT_R, LIGHT_G, LIGHT_B, T)
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else
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Result := ClassicDarkColor(T);
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end;
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end;
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function TWaterfallView.LutNeedsRebuild(WfLow, WfHigh: Double): Boolean;
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begin
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Result := (FWfLutLight <> FLightTheme) or
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(FWfLutPalette <> FWfPalette) or
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(Abs(FWfLutGamma - FWfGamma) > 1E-6) or
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(Abs(WfLow - FWfLutLow) > 0.05) or
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(Abs(WfHigh - FWfLutHigh) > 0.05);
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end;
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// Перестраивает палитру dB→цвет (512 точек) один раз на кадр вместо
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// вычисления цвета с плавающей точкой на каждый пиксель.
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procedure TWaterfallView.BuildWfLut(WfLow, WfHigh: Double);
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var
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i: Integer;
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T: Double;
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C: LongWord;
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begin
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for i := 0 to High(FWfLut) do
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begin
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T := i / High(FWfLut);
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// Гамма <1 вытягивает слабые сигналы из шума, >1 притемняет
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if Abs(FWfGamma - 1.0) > 1E-6 then T := Power(T, FWfGamma);
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C := PaletteColor(T);
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FWfLutARGB[i] := C;
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FWfLut[i] := NativePixel(C);
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end;
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FWfLutLow := WfLow;
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FWfLutHigh := WfHigh;
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FWfLutLight := FLightTheme;
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FWfLutPalette := FWfPalette;
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FWfLutGamma := FWfGamma;
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end;
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// Гистограммный AGC: оценивает шумовой пол (30-й перцентиль) и верх сигналов
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// (98-й), плавно подтягивает FWfLow/FWfHigh. Общий для CPU- и GL-пути.
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procedure TWaterfallView.UpdateAutoLevels;
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var
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X, SrcCount, LowTargetCount, HighTargetCount, CumCount, HistIdx: Integer;
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Hist: array[0..191] of Integer;
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HistMinDB, HistStepDB, NoiseFloorDB, SignalTopDB: Double;
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TargetLow, TargetHigh: Double;
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const
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ALPHA_HIGH = 0.10; ALPHA_LOW = 0.08;
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WF_AUTO_OFFSET = -4.0; WF_MIN_RANGE = 48.0; WF_MAX_RANGE = 62.0;
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HIST_MAX_DB = 22.0;
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begin
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if not FWfAGCEnabled then Exit;
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SrcCount := EnsureRange(FWaterfallBufCount, 2, WF_MAX_PIXELS);
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FillChar(Hist, SizeOf(Hist), 0);
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HistMinDB := -170.0;
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HistStepDB := (HIST_MAX_DB - HistMinDB) / Length(Hist);
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for X := 0 to SrcCount - 1 do
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begin
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HistIdx := EnsureRange(Trunc((FWaterfallBuf[X] - HistMinDB) / HistStepDB), 0, High(Hist));
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Inc(Hist[HistIdx]);
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end;
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LowTargetCount := Round(SrcCount * 0.30);
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HighTargetCount := Round(SrcCount * 0.98);
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CumCount := 0; NoiseFloorDB := FWfLow; SignalTopDB := FWfHigh;
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for HistIdx := 0 to High(Hist) do
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begin
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Inc(CumCount, Hist[HistIdx]);
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if CumCount >= LowTargetCount then
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begin NoiseFloorDB := HistMinDB + (HistIdx + 0.5) * HistStepDB; Break; end;
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end;
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CumCount := 0;
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for HistIdx := 0 to High(Hist) do
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begin
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Inc(CumCount, Hist[HistIdx]);
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if CumCount >= HighTargetCount then
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begin SignalTopDB := HistMinDB + (HistIdx + 0.5) * HistStepDB; Break; end;
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end;
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TargetLow := NoiseFloorDB + WF_AUTO_OFFSET + FWfAGCOffset;
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if FWfNFEnabled then
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TargetHigh := Max(TargetLow + WF_MIN_RANGE, SignalTopDB + 6.0)
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else
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TargetHigh := TargetLow + 52.0;
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if TargetHigh > TargetLow + WF_MAX_RANGE then TargetHigh := TargetLow + WF_MAX_RANGE;
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FWfLow := FWfLow + ALPHA_LOW * (TargetLow - FWfLow);
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FWfHigh := FWfHigh + ALPHA_HIGH * (TargetHigh - FWfHigh);
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end;
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procedure TWaterfallView.GetEffectiveLevels(out Lo, Hi: Double);
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begin
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if FWfAGCEnabled then begin Lo := FWfLow; Hi := FWfHigh; end
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else begin Lo := FWfManualLow; Hi := FWfManualHigh; end;
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if Hi < Lo + 40.0 then Hi := Lo + 40.0;
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if Hi > 0.0 then Hi := 0.0;
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if Lo < -160 then Lo := -160;
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end;
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// ────────────────────────────────────────────────────────────────────────────
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// DrawWaterfall
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// ────────────────────────────────────────────────────────────────────────────
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procedure TWaterfallView.DrawWaterfall;
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var
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W, H, X: Integer;
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dB, frac, WatSrcF: Double;
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WatS0, WatS1: Integer;
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WfHigh, WfLow, LutScale, Step: Double;
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Row, Idx: Integer; RowPtr: PByte;
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Pal: LongWord; SrcCount: Integer;
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begin
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if FWaterfallBitmap = nil then Exit;
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W := FWaterfallBitmap.Width; H := FWaterfallBitmap.Height;
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if (W <= 0) or (H <= 0) then Exit;
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SrcCount := EnsureRange(FWaterfallBufCount, 2, WF_MAX_PIXELS);
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UpdateAutoLevels;
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GetEffectiveLevels(WfLow, WfHigh);
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LutScale := High(FWfLut) / (WfHigh - WfLow);
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// Палитра зависит только от WfLow/WfHigh/темы/палитры/гаммы — перестраиваем
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// лишь при ощутимом изменении (AGC сдвигает границы медленно).
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if LutNeedsRebuild(WfLow, WfHigh) then
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BuildWfLut(WfLow, WfHigh);
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if (FWfBitmapW <> W) or (FWfBitmapH <> H) then
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begin
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FWfBitmapW := W; FWfBitmapH := H;
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SetLength(FWfRowBuf, W);
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Pal := NativePixel($FF000000
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or ((LongWord(FTheme.Panel) and $FF) shl 16)
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or (LongWord(FTheme.Panel) and $FF00)
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or ((LongWord(FTheme.Panel) shr 16) and $FF));
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FillDWord(FWfRowBuf[0], W, Pal);
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FWfBitmap.SetSize(W, H);
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FWfHead := 0;
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// Заливаем всё кольцо фоном
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FWfBitmap.BeginUpdate(False);
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try
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for Row := 0 to H - 1 do
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begin
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RowPtr := PByte(FWfBitmap.ScanLine[Row]);
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if RowPtr <> nil then FillDWord(RowPtr^, W, Pal);
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end;
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finally
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FWfBitmap.EndUpdate(False);
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end;
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end;
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// Строим только новейшую строку в FWfRowBuf. В TX-режиме столбцы вне TX-полосы
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// НЕ трогаем — FWfRowBuf хранит предыдущую верхнюю строку, поэтому
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// «замороженные» участки остаются вертикально непрерывными, как и раньше.
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Step := (SrcCount - 1.0) / Max(1, W - 1);
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WatSrcF := 0.0;
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for X := 0 to W - 1 do
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begin
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if FTXMode and (FTXSpanHz > 0) and (FSpanHz > 0) then
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begin
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dB := FCenterFreq - FSpanHz * 0.5 + X * FSpanHz / Max(1, W - 1) - FTXFreq;
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if (dB < -FTXSpanHz * 0.5) or (dB > FTXSpanHz * 0.5) then
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begin
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WatSrcF := WatSrcF + Step;
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Continue; // оставляем FWfRowBuf[X] без изменений
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end;
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frac := (dB + FTXSpanHz * 0.5) / FTXSpanHz * (SrcCount - 1);
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WatS0 := Trunc(frac);
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if WatS0 > SrcCount - 2 then WatS0 := SrcCount - 2;
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WatS1 := WatS0 + 1;
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frac := frac - WatS0;
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dB := FWaterfallBuf[WatS0] * (1.0 - frac) + FWaterfallBuf[WatS1] * frac;
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end else
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begin
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WatS0 := Trunc(WatSrcF);
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if WatS0 > SrcCount - 2 then WatS0 := SrcCount - 2;
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WatS1 := WatS0 + 1;
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frac := WatSrcF - WatS0;
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dB := FWaterfallBuf[WatS0] * (1.0 - frac) + FWaterfallBuf[WatS1] * frac;
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end;
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Idx := Round((dB - WfLow) * LutScale);
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if Idx < 0 then Idx := 0 else if Idx > High(FWfLut) then Idx := High(FWfLut);
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FWfRowBuf[X] := FWfLut[Idx];
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WatSrcF := WatSrcF + Step;
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end;
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// Кольцевой сдвиг: новая верхняя строка занимает слот выше предыдущей.
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// Полнокадровый Move изображения и полная перезаливка bitmap больше не нужны —
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// пишем единственную строку, а прокрутка делается в PaintWaterfall (CopyRect).
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FWfHead := (FWfHead - 1 + H) mod H;
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FWfBitmap.BeginUpdate(False);
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try
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RowPtr := PByte(FWfBitmap.ScanLine[FWfHead]);
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if RowPtr <> nil then Move(FWfRowBuf[0], RowPtr^, W * 4);
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finally
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FWfBitmap.EndUpdate(False);
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end;
|
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end;
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// ────────────────────────────────────────────────────────────────────────────
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// PaintWaterfall
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// ────────────────────────────────────────────────────────────────────────────
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procedure TWaterfallView.PaintWaterfall(Sender: TObject);
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var PB: TPaintBox; W, H, Top: Integer;
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begin
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PB := TPaintBox(Sender);
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W := PB.Width; H := PB.Height;
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if (W <= 0) or (H <= 0) then Exit;
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if (FWfBitmap <> nil) and (FWfBitmap.Width = W) and (FWfBitmap.Height = H)
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and (Length(FWfRowBuf) = W) then
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begin
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// Кольцевой буфер: дисплейная строка 0 = физ. строка FWfHead.
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// Верхний сегмент — строки FWfHead..H-1, нижний — 0..FWfHead-1.
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Top := H - FWfHead;
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PB.Canvas.CopyRect(Rect(0, 0, W, Top),
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FWfBitmap.Canvas, Rect(0, FWfHead, W, H));
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if FWfHead > 0 then
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PB.Canvas.CopyRect(Rect(0, Top, W, H),
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FWfBitmap.Canvas, Rect(0, 0, W, FWfHead));
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end
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else begin
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PB.Canvas.Brush.Color := FTheme.Panel;
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PB.Canvas.FillRect(Rect(0, 0, W, H));
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end;
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if FMarkerActive then DrawMarkerLine(PB.Canvas, W, H);
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end;
|
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end.
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