#include <QPushButton>
#include <QResizeEvent>
#include <QShortcut>
-#include <QSignalMapper>
#include <QSize>
#include <QString>
#include "glwidget.h"
#include "lrameter.h"
#include "mixer.h"
+#include "ui_display.h"
#include "ui_mainwindow.h"
#include "vumeter.h"
// Hook up the transition buttons.
// TODO: Make them dynamic.
- {
- QSignalMapper *mapper = new QSignalMapper(this);
- mapper->setMapping(ui->transition_btn1, 0),
- mapper->setMapping(ui->transition_btn2, 1);
- mapper->setMapping(ui->transition_btn3, 2);
- connect(ui->transition_btn1, SIGNAL(clicked()), mapper, SLOT(map()));
- connect(ui->transition_btn2, SIGNAL(clicked()), mapper, SLOT(map()));
- connect(ui->transition_btn3, SIGNAL(clicked()), mapper, SLOT(map()));
- connect(mapper, SIGNAL(mapped(int)), this, SLOT(transition_clicked(int)));
- }
+ connect(ui->transition_btn1, &QPushButton::clicked, std::bind(&MainWindow::transition_clicked, this, 0));
+ connect(ui->transition_btn2, &QPushButton::clicked, std::bind(&MainWindow::transition_clicked, this, 1));
+ connect(ui->transition_btn3, &QPushButton::clicked, std::bind(&MainWindow::transition_clicked, this, 2));
// Aiee...
transition_btn1 = ui->transition_btn1;
transition_btn2 = ui->transition_btn2;
transition_btn3 = ui->transition_btn3;
qRegisterMetaType<std::vector<std::string>>("std::vector<std::string>");
- connect(ui->me_preview, SIGNAL(transition_names_updated(std::vector<std::string>)),
- this, SLOT(set_transition_names(std::vector<std::string>)));
+ connect(ui->me_preview, &GLWidget::transition_names_updated, this, &MainWindow::set_transition_names);
}
void MainWindow::resizeEvent(QResizeEvent* event)
{
// Make the previews.
unsigned num_previews = mixer->get_num_channels();
- QSignalMapper *mapper = new QSignalMapper(this);
for (unsigned i = 0; i < num_previews; ++i) {
- GLWidget *preview = new GLWidget(this);
- preview->set_output(Mixer::Output(Mixer::OUTPUT_INPUT0 + i));
+ Mixer::Output output = Mixer::Output(Mixer::OUTPUT_INPUT0 + i);
+
+ QWidget *preview = new QWidget(this);
+ Ui::Display *ui_display = new Ui::Display;
+ ui_display->setupUi(preview);
+ ui_display->label->setText(mixer->get_channel_name(output).c_str());
+ ui_display->display->set_output(output);
ui->preview_displays->insertWidget(previews.size(), preview, 1);
- previews.push_back(preview);
+ previews.push_back(ui_display);
// Hook up the click.
- mapper->setMapping(preview, i);
- connect(preview, SIGNAL(clicked()), mapper, SLOT(map()));
+ connect(ui_display->display, &GLWidget::clicked, std::bind(&MainWindow::channel_clicked, this, i));
// Hook up the keyboard key.
QShortcut *shortcut = new QShortcut(QKeySequence(Qt::Key_1 + i), this);
- mapper->setMapping(shortcut, i);
- connect(shortcut, SIGNAL(activated()), mapper, SLOT(map()));
- }
+ connect(shortcut, &QShortcut::activated, std::bind(&MainWindow::channel_clicked, this, i));
- connect(mapper, SIGNAL(mapped(int)), this, SLOT(channel_clicked(int)));
+ // Hook up the white balance button (irrelevant if invisible).
+ ui_display->wb_button->setVisible(mixer->get_supports_set_wb(output));
+ connect(ui_display->wb_button, &QPushButton::clicked, std::bind(&MainWindow::wb_button_clicked, this, i));
+ }
mixer->set_audio_level_callback([this](float level_lufs, float peak_db, float global_level_lufs, float range_low_lufs, float range_high_lufs){
ui->vu_meter->set_level(level_lufs);
// The previews will be constrained by the remaining height, and the width.
// FIXME: spacing?
- double preview_height = std::min(height - me_height, (width / double(previews.size())) * 9.0 / 16.0);
+ double preview_label_height = previews[0]->label->height();
+ double preview_height = std::min(height - me_height - preview_label_height, (width / double(previews.size())) * 9.0 / 16.0);
ui->vertical_layout->setStretch(0, lrintf(me_height));
ui->vertical_layout->setStretch(1, std::max<int>(1, lrintf(height - me_height - preview_height)));
- ui->vertical_layout->setStretch(2, lrintf(preview_height));
+ ui->vertical_layout->setStretch(2, lrintf(preview_height + preview_label_height));
// Set the widths for the previews.
double preview_width = preview_height * 16.0 / 9.0; // FIXME: spacing?
void MainWindow::channel_clicked(int channel_number)
{
- global_mixer->channel_clicked(channel_number);
+ if (current_wb_pick_display == channel_number) {
+ // The picking was already done from eventFilter(), since we don't get
+ // the mouse pointer here.
+ } else {
+ global_mixer->channel_clicked(channel_number);
+ }
+}
+
+void MainWindow::wb_button_clicked(int channel_number)
+{
+ current_wb_pick_display = channel_number;
+ QApplication::setOverrideCursor(Qt::CrossCursor);
+}
+
+bool MainWindow::eventFilter(QObject *watched, QEvent *event)
+{
+ if (current_wb_pick_display != -1 &&
+ event->type() == QEvent::MouseButtonRelease &&
+ watched->isWidgetType()) {
+ QApplication::restoreOverrideCursor();
+ if (watched == previews[current_wb_pick_display]->display) {
+ const QMouseEvent *mouse_event = (QMouseEvent *)event;
+ set_white_balance(current_wb_pick_display, mouse_event->x(), mouse_event->y());
+ } else {
+ // The user clicked on something else, give up.
+ // (The click goes through, which might not be ideal, but, yes.)
+ current_wb_pick_display = -1;
+ }
+ }
+ return false;
+}
+
+namespace {
+
+double srgb_to_linear(double x)
+{
+ if (x < 0.04045) {
+ return x / 12.92;
+ } else {
+ return pow((x + 0.055) / 1.055, 2.4);
+ }
+}
+
+} // namespace
+
+void MainWindow::set_white_balance(int channel_number, int x, int y)
+{
+ // Set the white balance to neutral for the grab. It's probably going to
+ // flicker a bit, but hopefully this display is not live anyway.
+ global_mixer->set_wb(Mixer::OUTPUT_INPUT0 + channel_number, 0.5, 0.5, 0.5);
+ previews[channel_number]->display->updateGL();
+ QRgb reference_color = previews[channel_number]->display->grabFrameBuffer().pixel(x, y);
+
+ double r = srgb_to_linear(qRed(reference_color) / 255.0);
+ double g = srgb_to_linear(qGreen(reference_color) / 255.0);
+ double b = srgb_to_linear(qBlue(reference_color) / 255.0);
+ global_mixer->set_wb(Mixer::OUTPUT_INPUT0 + channel_number, r, g, b);
+ previews[channel_number]->display->updateGL();
}