xenadmin/XenAdmin/SettingsPanels/PoolGpuEditPage.cs

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using System.Diagnostics;
using System.Drawing;
using System.Windows.Forms;
using XenAdmin.Actions;
using XenAdmin.Core;
using XenAdmin.Properties;
using XenAPI;
namespace XenAdmin.SettingsPanels
{
public partial class PoolGpuEditPage : UserControl, IEditPage
{
public Pool pool;
private GPU_group[] gpu_groups;
private allocation_algorithm currentAllocationAlgorithm;
public PoolGpuEditPage()
{
InitializeComponent();
}
public allocation_algorithm AllocationAlgorithm
{
get
{
return radioButtonDepth.Checked ?
allocation_algorithm.depth_first :
radioButtonBreadth.Checked ? allocation_algorithm.breadth_first : allocation_algorithm.unknown;
}
}
#region Implementation of VerticalTab
public override string Text
{
get { return Messages.GPU; }
}
public string SubText
{
get
{
return radioButtonDepth.Checked ? Messages.GPU_PLACEMENT_POLICY_MAX_DENSITY :
radioButtonBreadth.Checked ? Messages.GPU_PLACEMENT_POLICY_MAX_PERFORMANCE : Messages.GPU_PLACEMENT_POLICY_MIXED; }
}
public Image Image
{
get { return Resources._000_GetMemoryInfo_h32bit_16; }
}
#endregion
#region Implementation of IEditPage
public AsyncAction SaveSettings()
{
return new SetGpuPlacementPolicyAction(pool, AllocationAlgorithm);
}
public void SetXenObjects(IXenObject orig, IXenObject clone)
{
Trace.Assert(clone is Pool || clone is Host); // only Pools and Hosts should show this page
pool = Helpers.GetPoolOfOne(clone.Connection);
gpu_groups = pool.Connection.Cache.GPU_groups;
PopulatePage();
}
public bool ValidToSave
{
get { return true; }
}
public void ShowLocalValidationMessages()
{
}
public void Cleanup()
{
}
public bool HasChanged
{
get
{
var allocationAlgorithm = radioButtonDepth.Checked ?
allocation_algorithm.depth_first :
radioButtonBreadth.Checked ? allocation_algorithm.breadth_first : allocation_algorithm.unknown;
return !allocationAlgorithm.Equals(currentAllocationAlgorithm);
}
}
#endregion
private void PopulatePage()
{
currentAllocationAlgorithm = allocation_algorithm.unknown;
foreach (GPU_group gpu_group in gpu_groups)
{
if (gpu_group.allocation_algorithm != currentAllocationAlgorithm && currentAllocationAlgorithm != allocation_algorithm.unknown)
{
// a mixture of allocation algorithms
currentAllocationAlgorithm = allocation_algorithm.unknown;
break;
}
currentAllocationAlgorithm = gpu_group.allocation_algorithm;
}
radioButtonDepth.Checked = currentAllocationAlgorithm == allocation_algorithm.depth_first;
radioButtonBreadth.Checked = currentAllocationAlgorithm == allocation_algorithm.breadth_first;
radioButtonMixture.Checked = currentAllocationAlgorithm == allocation_algorithm.unknown;
radioButtonMixture.Visible = currentAllocationAlgorithm == allocation_algorithm.unknown;
radioButtonMixture.Enabled = currentAllocationAlgorithm == allocation_algorithm.unknown;
}
}
}