1 /***************************************************************************
2 * Copyright (C) 2010 by Simon Andreas Eugster (simon.eu@gmail.com) *
3 * This file is part of kdenlive. See www.kdenlive.org. *
5 * This program is free software; you can redistribute it and/or modify *
6 * it under the terms of the GNU General Public License as published by *
7 * the Free Software Foundation; either version 2 of the License, or *
8 * (at your option) any later version. *
9 ***************************************************************************/
12 This abstract widget is a proof that abstract things sometimes *are* useful.
14 The widget expects three layers which
15 * Will be painted on top of each other on each update
16 * Are rendered in a separate thread so that the UI is not blocked
17 * Are rendered only if necessary (e.g., if a layer does not depend
18 on input images, it will not be re-rendered for incoming frames)
20 The layer order is as follows:
25 ---------------------------
30 ---------------------------
35 ---------------------------
37 Colors of Scope Widgets are defined in here (and thus don't need to be
38 re-defined in the implementation of the widget's .ui file).
40 The custom context menu already contains entries, like for enabling auto-
41 refresh. It can certainly be extended in the implementation of the widget.
43 Note: Widgets deriving from this class should connect slotActiveMonitorChanged
44 to the appropriate signal.
46 If you intend to write an own widget inheriting from this one, please read
47 the comments on the unimplemented methods carefully. They are not only here
48 for optical amusement, but also contain important information.
51 #ifndef ABSTRACTSCOPEWIDGET_H
52 #define ABSTRACTSCOPEWIDGET_H
62 class AbstractScopeWidget : public QWidget
67 AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, QWidget *parent = 0);
68 virtual ~AbstractScopeWidget(); // Must be virtual because of inheritance, to avoid memory leaks
69 QPalette m_scopePalette;
71 /** Initializes widget settings (reads configuration).
72 Has to be called in the implementing object. */
75 ///// Unimplemented /////
77 virtual QString widgetName() const = 0;
82 Monitor *m_projMonitor;
83 Monitor *m_clipMonitor;
84 Render *m_activeRender;
87 /** The context menu. Feel free to add new entries in your implementation. */
90 /** Enables auto refreshing of the scope.
91 This is when a new frame is shown on the active monitor.
92 Resize events always force a recalculation. */
93 QAction *m_aAutoRefresh;
95 /** Realtime rendering. Should be disabled if it is not supported.
96 Use the accelerationFactor variable passed to the render functions as a hint of
97 how many times faster the scope should be calculated. */
101 /** Offset from the widget's borders */
104 /** The rect on the widget we're painting in.
105 Can be used by the implementing widget, e.g. in the render methods.
106 Is updated when necessary (size changes). */
109 /** Images storing the calculated layers. Will be used on repaint events. */
112 QImage m_imgBackground;
114 /** The acceleration factors can be accessed also by other renderer tasks,
115 e.g. to display the scope's acceleration factor in the HUD renderer. */
116 int m_accelFactorHUD;
117 int m_accelFactorScope;
118 int m_accelFactorBackground;
120 /** Reads the widget's configuration.
121 Can be extended in the implementing subclass (make sure to run readConfig as well). */
122 virtual void readConfig();
123 /** Writes the widget configuration.
124 Implementing widgets have to implement an own method and run it in their destructor. */
126 /** Identifier for the widget's configuration. */
127 QString configName();
130 ///// Unimplemented Methods /////
132 /** Where on the widget we can paint in.
133 May also update other variables that depend on the widget's size. */
134 virtual QRect scopeRect() = 0;
136 /** @brief HUD renderer. Must emit signalHUDRenderingFinished(). @see renderScope */
137 virtual QImage renderHUD(uint accelerationFactor) = 0;
138 /** @brief Scope renderer. Must emit signalScopeRenderingFinished()
139 when calculation has finished, to allow multi-threading.
140 accelerationFactor hints how much faster than usual the calculation should be accomplished, if possible. */
141 virtual QImage renderScope(uint accelerationFactor, QImage) = 0;
142 /** @brief Background renderer. Must emit signalBackgroundRenderingFinished(). @see renderScope */
143 virtual QImage renderBackground(uint accelerationFactor) = 0;
145 /** Must return true if the HUD layer depends on the input monitor.
146 If it does not, then it does not need to be re-calculated when
147 a new frame from the monitor is incoming. */
148 virtual bool isHUDDependingOnInput() const = 0;
149 /** @see isHUDDependingOnInput() */
150 virtual bool isScopeDependingOnInput() const = 0;
151 /** @see isHUDDependingOnInput() */
152 virtual bool isBackgroundDependingOnInput() const = 0;
154 ///// Can be reimplemented /////
155 /** Calculates the acceleration factor to be used by the render thread.
156 This method can be refined in the subclass if required. */
157 virtual uint calculateAccelFactorHUD(uint oldMseconds, uint oldFactor);
158 virtual uint calculateAccelFactorScope(uint oldMseconds, uint oldFactor);
159 virtual uint calculateAccelFactorBackground(uint oldMseconds, uint oldFactor);
161 ///// Reimplemented /////
163 void mouseReleaseEvent(QMouseEvent *);
164 void paintEvent(QPaintEvent *);
165 void resizeEvent(QResizeEvent *);
166 void showEvent(QShowEvent *); // Called when the widget is activated via the Menu entry
167 // void raise(); // Called only when manually calling the event -> useless
170 /** Forces an update of all layers. */
171 void forceUpdate(bool doUpdate = true);
172 void forceUpdateHUD();
173 void forceUpdateScope();
174 void forceUpdateBackground();
175 void slotAutoRefreshToggled(bool);
178 /** mseconds represent the time taken for the calculation,
179 accelerationFactor is the acceleration factor that has been used. */
180 void signalHUDRenderingFinished(uint mseconds, uint accelerationFactor);
181 void signalScopeRenderingFinished(uint mseconds, uint accelerationFactor);
182 void signalBackgroundRenderingFinished(uint mseconds, uint accelerationFactor);
186 /** Counts the number of frames that have been rendered in the active monitor.
187 The frame number will be reset when the calculation starts for the current frame. */
188 QAtomicInt m_newHUDFrames;
189 QAtomicInt m_newScopeFrames;
190 QAtomicInt m_newBackgroundFrames;
192 /** Counts the number of updates that, unlike new frames, force a recalculation
193 of the scope, like for example a resize event. */
194 QAtomicInt m_newHUDUpdates;
195 QAtomicInt m_newScopeUpdates;
196 QAtomicInt m_newBackgroundUpdates;
198 /** The semaphores ensure that the QFutures for the HUD/Scope/Background threads cannot
199 be assigned a new thread while it is still running. (Could cause deadlocks and other
200 nasty things known from parallelism. */
201 QSemaphore m_semaphoreHUD;
202 QSemaphore m_semaphoreScope;
203 QSemaphore m_semaphoreBackground;
205 QFuture<QImage> m_threadHUD;
206 QFuture<QImage> m_threadScope;
207 QFuture<QImage> m_threadBackground;
211 QString m_widgetName;
213 bool initialDimensionUpdateDone;
214 void prodHUDThread();
215 void prodScopeThread();
216 void prodBackgroundThread();
220 /** @brief Must be called when the active monitor has shown a new frame.
221 This slot must be connected in the implementing class, it is *not*
222 done in this abstract class. */
223 void slotActiveMonitorChanged(bool isClipMonitor);
224 void customContextMenuRequested(const QPoint &pos);
225 /** To be called when a new frame has been received.
226 The scope then decides whether and when it wants to recalculate the scope, depending
227 on whether it is currently visible and whether a calculation thread is already running. */
228 void slotRenderZoneUpdated();
229 void slotRenderZoneUpdated(QImage);
230 /** The following slots are called when rendering of a component has finished. They e.g. update
231 the widget and decide whether to immediately restart the calculation thread. */
232 void slotHUDRenderingFinished(uint mseconds, uint accelerationFactor);
233 void slotScopeRenderingFinished(uint mseconds, uint accelerationFactor);
234 void slotBackgroundRenderingFinished(uint mseconds, uint accelerationFactor);
236 /** Resets the acceleration factors to 1 when realtime rendering is disabled. */
237 void slotResetRealtimeFactor(bool realtimeChecked);
241 #endif // ABSTRACTSCOPEWIDGET_H