const int REALTIME_FPS = 30;
const QColor light(250, 238, 226, 255);
-const QColor dark ( 40, 40, 39, 255);
-const QColor dark2( 25, 25, 23, 255);
+const QColor dark(40, 40, 39, 255);
+const QColor dark2(25, 25, 23, 255);
-const QPen AbstractScopeWidget::penThick(QBrush(QColor(250,250,250)), 2, Qt::SolidLine);
-const QPen AbstractScopeWidget::penThin (QBrush(QColor(250,250,250)), 1, Qt::SolidLine);
-const QPen AbstractScopeWidget::penLight(QBrush(QColor(200,200,250,150)), 1, Qt::SolidLine);
-const QPen AbstractScopeWidget::penDark (QBrush(QColor(0,0,20,250)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penThick(QBrush(QColor(250, 250, 250)), 2, Qt::SolidLine);
+const QPen AbstractScopeWidget::penThin(QBrush(QColor(250, 250, 250)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penLight(QBrush(QColor(200, 200, 250, 150)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penDark(QBrush(QColor(0, 0, 20, 250)), 1, Qt::SolidLine);
AbstractScopeWidget::AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, bool trackMouse, QWidget *parent) :
- QWidget(parent),
- m_projMonitor(projMonitor),
- m_clipMonitor(clipMonitor),
- m_mousePos(0,0),
- m_mouseWithinWidget(false),
- offset(5),
- m_accelFactorHUD(1),
- m_accelFactorScope(1),
- m_accelFactorBackground(1),
- m_semaphoreHUD(1),
- m_semaphoreScope(1),
- m_semaphoreBackground(1),
- initialDimensionUpdateDone(false)
+ QWidget(parent),
+ m_projMonitor(projMonitor),
+ m_clipMonitor(clipMonitor),
+ m_mousePos(0, 0),
+ m_mouseWithinWidget(false),
+ offset(5),
+ m_accelFactorHUD(1),
+ m_accelFactorScope(1),
+ m_accelFactorBackground(1),
+ m_semaphoreHUD(1),
+ m_semaphoreScope(1),
+ m_semaphoreBackground(1),
+ initialDimensionUpdateDone(false)
{
m_scopePalette = QPalette();
bool b = true;
b &= connect(this, SIGNAL(customContextMenuRequested(QPoint)), this, SLOT(customContextMenuRequested(QPoint)));
- b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
+ //b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
b &= connect(m_activeRender, SIGNAL(frameUpdated(QImage)), this, SLOT(slotRenderZoneUpdated(QImage)));
- b &= connect(this, SIGNAL(signalHUDRenderingFinished(uint,uint)), this, SLOT(slotHUDRenderingFinished(uint,uint)));
- b &= connect(this, SIGNAL(signalScopeRenderingFinished(uint,uint)), this, SLOT(slotScopeRenderingFinished(uint,uint)));
- b &= connect(this, SIGNAL(signalBackgroundRenderingFinished(uint,uint)), this, SLOT(slotBackgroundRenderingFinished(uint,uint)));
+ b &= connect(this, SIGNAL(signalHUDRenderingFinished(uint, uint)), this, SLOT(slotHUDRenderingFinished(uint, uint)));
+ b &= connect(this, SIGNAL(signalScopeRenderingFinished(uint, uint)), this, SLOT(slotScopeRenderingFinished(uint, uint)));
+ b &= connect(this, SIGNAL(signalBackgroundRenderingFinished(uint, uint)), this, SLOT(slotBackgroundRenderingFinished(uint, uint)));
b &= connect(m_aRealtime, SIGNAL(toggled(bool)), this, SLOT(slotResetRealtimeFactor(bool)));
b &= connect(m_aAutoRefresh, SIGNAL(toggled(bool)), this, SLOT(slotAutoRefreshToggled(bool)));
Q_ASSERT(b);
scopeConfig.sync();
}
-QString AbstractScopeWidget::configName() { return "Scope_" + m_widgetName; }
+QString AbstractScopeWidget::configName()
+{
+ return "Scope_" + m_widgetName;
+}
void AbstractScopeWidget::prodHUDThread()
{
void AbstractScopeWidget::forceUpdate(bool doUpdate)
{
// qDebug() << "Force update called in " << widgetName() << ". Arg: " << doUpdate;
- if (!doUpdate) { return; }
+ if (!doUpdate) {
+ return;
+ }
m_newHUDUpdates.fetchAndAddRelaxed(1);
m_newScopeUpdates.fetchAndAddRelaxed(1);
m_newBackgroundUpdates.fetchAndAddRelaxed(1);
void AbstractScopeWidget::mouseReleaseEvent(QMouseEvent *event)
{
+ if (!m_aAutoRefresh->isChecked()) m_activeRender->sendFrameUpdate();
prodHUDThread();
prodScopeThread();
prodBackgroundThread();
m_menu->exec(this->mapToGlobal(pos));
}
-uint AbstractScopeWidget::calculateAccelFactorHUD(uint oldMseconds, uint) { return ceil((float)oldMseconds*REALTIME_FPS/1000 ); }
-uint AbstractScopeWidget::calculateAccelFactorScope(uint oldMseconds, uint) { return ceil((float)oldMseconds*REALTIME_FPS/1000 ); }
-uint AbstractScopeWidget::calculateAccelFactorBackground(uint oldMseconds, uint) { return ceil((float)oldMseconds*REALTIME_FPS/1000 ); }
+uint AbstractScopeWidget::calculateAccelFactorHUD(uint oldMseconds, uint)
+{
+ return ceil((float)oldMseconds*REALTIME_FPS / 1000);
+}
+uint AbstractScopeWidget::calculateAccelFactorScope(uint oldMseconds, uint)
+{
+ return ceil((float)oldMseconds*REALTIME_FPS / 1000);
+}
+uint AbstractScopeWidget::calculateAccelFactorBackground(uint oldMseconds, uint)
+{
+ return ceil((float)oldMseconds*REALTIME_FPS / 1000);
+}
///// Slots /////
m_accelFactorHUD = accel;
}
- if ( (m_newHUDFrames > 0 && m_aAutoRefresh->isChecked()) || m_newHUDUpdates > 0) {
+ if ((m_newHUDFrames > 0 && m_aAutoRefresh->isChecked()) || m_newHUDUpdates > 0) {
// qDebug() << "Trying to start a new HUD thread for " << m_widgetName
// << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
prodHUDThread();;
m_accelFactorScope = accel;
}
- if ( (m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
+ if ((m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
// qDebug() << "Trying to start a new scope thread for " << m_widgetName
// << ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
prodScopeThread();
m_accelFactorBackground = accel;
}
- if ( (m_newBackgroundFrames > 0 && m_aAutoRefresh->isChecked()) || m_newBackgroundUpdates > 0) {
+ if ((m_newBackgroundFrames > 0 && m_aAutoRefresh->isChecked()) || m_newBackgroundUpdates > 0) {
// qDebug() << "Trying to start a new background thread for " << m_widgetName
// << ". New frames/updates: " << m_newBackgroundFrames << "/" << m_newBackgroundUpdates;
prodBackgroundThread();;
m_activeRender = (isClipMonitor) ? m_clipMonitor->render : m_projMonitor->render;
- b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
+ //b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
b &= connect(m_activeRender, SIGNAL(frameUpdated(QImage)), this, SLOT(slotRenderZoneUpdated(QImage)));
Q_ASSERT(b);
}
}
+bool AbstractScopeWidget::autoRefreshEnabled()
+{
+ return m_aAutoRefresh->isChecked();
+}
+
void AbstractScopeWidget::slotAutoRefreshToggled(bool autoRefresh)
{
+ if (isVisible()) emit requestAutoRefresh(autoRefresh);
// TODO only if depends on input
if (autoRefresh) {
forceUpdate();