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WaterfallView: drop per-frame TLazIntfImage + LoadFromIntfImage (device bitmap recreation + full pixel-format conversion every frame). Write pixels directly into the bitmap via BeginUpdate/ScanLine like SpectrumView already does, with platform-native byte order (ARGB on Cocoa, BGRA elsewhere). Replace per-pixel float colorization with a 512-entry dB->color LUT rebuilt only when WfLow/WfHigh/theme change beyond a small threshold. Turn the bitmap itself into a ring buffer: each frame builds a single new row and writes one ScanLine; scrolling is done at paint time via two CopyRect calls. Removes both full-frame passes per frame (image memmove + buffer->bitmap copy), cutting per-frame cost from O(W*H) to O(W). TX mode preserved by leaving out-of-span columns untouched in the row buf. SpectrumView: rewrite the per-frame alpha-restore pass from a strided per-byte loop to a sequential per-dword OR with the alpha mask (bit-identical output, sequential memory access). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
484 lines
19 KiB
ObjectPascal
484 lines
19 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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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;
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FWfLutLow: Double;
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FWfLutHigh: Double;
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FWfLutLight: Boolean;
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FWaterfallBuf: array[0..1023] 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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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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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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function WaterfallEnhancedColorThetis(ValueDB, LowDB, HighDB: Double): LongWord;
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var
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Overall, Local: Double;
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R, G, B: Integer;
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begin
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if ValueDB <= LowDB then begin Result := $FF000000; Exit; end;
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if ValueDB >= HighDB then begin Result := ($FF shl 24) or (255 shl 16) or (124 shl 8) or 192; Exit; end;
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Overall := (ValueDB - LowDB) / Max(1E-9, HighDB - LowDB);
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if Overall < (2.0 / 9.0) then
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begin Local := Overall / (2.0/9.0); R := 0; G := 0; B := Round(Local * 255.0); end
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else if Overall < (3.0 / 9.0) then
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begin Local := (Overall - 2.0/9.0) / (1.0/9.0); R := 0; G := Round(Local*255.0); B := 255; end
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else if Overall < (4.0 / 9.0) then
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begin Local := (Overall - 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 Overall < (5.0 / 9.0) then
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begin Local := (Overall - 4.0/9.0) / (1.0/9.0); R := Round(Local*255.0); G := 255; B := 0; end
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else if Overall < (7.0 / 9.0) then
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begin Local := (Overall - 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 Overall < (8.0 / 9.0) then
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begin Local := (Overall - 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 := (Overall - 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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function WaterfallLightTheme(ValueDB, LowDB, HighDB: Double): LongWord;
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const
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NSTOPS = 8;
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SR: array[0..NSTOPS-1] of Integer = (224, 160, 20, 0, 0, 220, 255, 255);
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SG: array[0..NSTOPS-1] of Integer = (230, 185, 80, 185, 200, 210, 90, 20);
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SB: array[0..NSTOPS-1] of Integer = (232, 210, 200, 210, 80, 0, 0, 20);
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var
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T: Double;
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Seg: Integer;
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R, G, B: Integer;
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begin
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if ValueDB <= LowDB then begin Result := $FFE0E6E8; Exit; end;
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if ValueDB >= HighDB then begin Result := ($FF shl 24) or (SR[NSTOPS-1] shl 16) or (SG[NSTOPS-1] shl 8) or SB[NSTOPS-1]; Exit; end;
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T := (ValueDB - LowDB) / Max(1E-9, HighDB - LowDB) * (NSTOPS - 1);
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Seg := Min(NSTOPS - 2, Trunc(T));
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T := T - Seg;
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R := EnsureRange(Round(SR[Seg] * (1.0 - T) + SR[Seg+1] * T), 0, 255);
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G := EnsureRange(Round(SG[Seg] * (1.0 - T) + SG[Seg+1] * T), 0, 255);
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B := EnsureRange(Round(SB[Seg] * (1.0 - T) + SB[Seg+1] * T), 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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// 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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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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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 1023 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.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, 1024);
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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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// 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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dB, Range: Double;
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C: LongWord;
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begin
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Range := WfHigh - WfLow;
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if Range < 1E-6 then Range := 1E-6;
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for i := 0 to High(FWfLut) do
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begin
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dB := WfLow + (i / High(FWfLut)) * Range;
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if FLightTheme then
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C := WaterfallLightTheme(dB, WfLow, WfHigh)
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else
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C := WaterfallEnhancedColorThetis(dB, WfLow, WfHigh);
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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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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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TargetLow, TargetHigh: Double;
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HistMinDB, HistMaxDB, HistStepDB: Double;
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NoiseFloorDB, SignalTopDB: Double;
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CumCount, LowTargetCount, HighTargetCount, HistIdx: 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; Hist: array[0..191] of Integer; SrcCount: Integer;
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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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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, 1024);
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FillChar(Hist, SizeOf(Hist), 0);
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HistMinDB := -170.0; HistMaxDB := 22.0;
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HistStepDB := (HistMaxDB - 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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CumCount := 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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CumCount := 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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if FWfAGCEnabled then
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begin
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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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WfHigh := FWfHigh; WfLow := FWfLow;
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if not FWfAGCEnabled then begin WfHigh := FWfManualHigh; WfLow := FWfManualLow; end;
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if WfHigh < WfLow + 40.0 then WfHigh := WfLow + 40.0;
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if WfHigh > 0.0 then WfHigh := 0.0;
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if WfLow < -160 then WfLow := -160;
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LutScale := High(FWfLut) / (WfHigh - WfLow);
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// Палитра зависит только от WfLow/WfHigh/темы — перестраиваем лишь при
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// ощутимом изменении (AGC сдвигает границы медленно).
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if (FWfLutLight <> FLightTheme) or
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(Abs(WfLow - FWfLutLow) > 0.05) or
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(Abs(WfHigh - FWfLutHigh) > 0.05) 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
|
|
// «замороженные» участки остаются вертикально непрерывными, как и раньше.
|
|
Step := (SrcCount - 1.0) / Max(1, W - 1);
|
|
WatSrcF := 0.0;
|
|
for X := 0 to W - 1 do
|
|
begin
|
|
if FTXMode and (FTXSpanHz > 0) and (FSpanHz > 0) then
|
|
begin
|
|
dB := FCenterFreq - FSpanHz * 0.5 + X * FSpanHz / Max(1, W - 1) - FTXFreq;
|
|
if (dB < -FTXSpanHz * 0.5) or (dB > FTXSpanHz * 0.5) then
|
|
begin
|
|
WatSrcF := WatSrcF + Step;
|
|
Continue; // оставляем FWfRowBuf[X] без изменений
|
|
end;
|
|
frac := (dB + FTXSpanHz * 0.5) / FTXSpanHz * (SrcCount - 1);
|
|
WatS0 := Trunc(frac);
|
|
if WatS0 > SrcCount - 2 then WatS0 := SrcCount - 2;
|
|
WatS1 := WatS0 + 1;
|
|
frac := frac - WatS0;
|
|
dB := FWaterfallBuf[WatS0] * (1.0 - frac) + FWaterfallBuf[WatS1] * frac;
|
|
end else
|
|
begin
|
|
WatS0 := Trunc(WatSrcF);
|
|
if WatS0 > SrcCount - 2 then WatS0 := SrcCount - 2;
|
|
WatS1 := WatS0 + 1;
|
|
frac := WatSrcF - WatS0;
|
|
dB := FWaterfallBuf[WatS0] * (1.0 - frac) + FWaterfallBuf[WatS1] * frac;
|
|
end;
|
|
Idx := Round((dB - WfLow) * LutScale);
|
|
if Idx < 0 then Idx := 0 else if Idx > High(FWfLut) then Idx := High(FWfLut);
|
|
FWfRowBuf[X] := FWfLut[Idx];
|
|
WatSrcF := WatSrcF + Step;
|
|
end;
|
|
|
|
// Кольцевой сдвиг: новая верхняя строка занимает слот выше предыдущей.
|
|
// Полнокадровый Move изображения и полная перезаливка bitmap больше не нужны —
|
|
// пишем единственную строку, а прокрутка делается в PaintWaterfall (CopyRect).
|
|
FWfHead := (FWfHead - 1 + H) mod H;
|
|
FWfBitmap.BeginUpdate(False);
|
|
try
|
|
RowPtr := PByte(FWfBitmap.ScanLine[FWfHead]);
|
|
if RowPtr <> nil then Move(FWfRowBuf[0], RowPtr^, W * 4);
|
|
finally
|
|
FWfBitmap.EndUpdate(False);
|
|
end;
|
|
end;
|
|
|
|
// ────────────────────────────────────────────────────────────────────────────
|
|
// PaintWaterfall
|
|
// ────────────────────────────────────────────────────────────────────────────
|
|
|
|
procedure TWaterfallView.PaintWaterfall(Sender: TObject);
|
|
var PB: TPaintBox; W, H, Top: Integer;
|
|
begin
|
|
PB := TPaintBox(Sender);
|
|
W := PB.Width; H := PB.Height;
|
|
if (W <= 0) or (H <= 0) then Exit;
|
|
if (FWfBitmap <> nil) and (FWfBitmap.Width = W) and (FWfBitmap.Height = H)
|
|
and (Length(FWfRowBuf) = W) then
|
|
begin
|
|
// Кольцевой буфер: дисплейная строка 0 = физ. строка FWfHead.
|
|
// Верхний сегмент — строки FWfHead..H-1, нижний — 0..FWfHead-1.
|
|
Top := H - FWfHead;
|
|
PB.Canvas.CopyRect(Rect(0, 0, W, Top),
|
|
FWfBitmap.Canvas, Rect(0, FWfHead, W, H));
|
|
if FWfHead > 0 then
|
|
PB.Canvas.CopyRect(Rect(0, Top, W, H),
|
|
FWfBitmap.Canvas, Rect(0, 0, W, FWfHead));
|
|
end
|
|
else begin
|
|
PB.Canvas.Brush.Color := FTheme.Panel;
|
|
PB.Canvas.FillRect(Rect(0, 0, W, H));
|
|
end;
|
|
if FMarkerActive then DrawMarkerLine(PB.Canvas, W, H);
|
|
end;
|
|
|
|
end.
|