#include <QFuture>
#include <QColor>
#include <QMenu>
+#include <QMouseEvent>
#include <QPainter>
+#include <KConfigGroup>
+
+// Uncomment for Scope debugging.
+//#define DEBUG_ASW
+
+#ifdef DEBUG_ASW
+#include <QDebug>
+#endif
+
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);
-
-AbstractScopeWidget::AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, QWidget *parent) :
- QWidget(parent),
- m_projMonitor(projMonitor),
- m_clipMonitor(clipMonitor),
- offset(5),
- m_accelFactorHUD(1),
- m_accelFactorScope(1),
- m_accelFactorBackground(1),
- m_semaphoreHUD(1),
- m_semaphoreScope(1),
- m_semaphoreBackground(1),
- initialDimensionUpdateDone(false)
+const QColor dark(40, 40, 39, 255);
+const QColor dark2(25, 25, 23, 255);
+const QColor AbstractScopeWidget::colHighlightLight(18, 130, 255, 255);
+const QColor AbstractScopeWidget::colHighlightDark(255, 64, 19, 255);
+const QColor AbstractScopeWidget::colDarkWhite(250, 250, 250);
+
+const QPen AbstractScopeWidget::penThick(QBrush(AbstractScopeWidget::colDarkWhite.rgb()), 2, Qt::SolidLine);
+const QPen AbstractScopeWidget::penThin(QBrush(AbstractScopeWidget::colDarkWhite.rgb()), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penLight(QBrush(QColor(200, 200, 250, 150)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penLightDots(QBrush(QColor(200, 200, 250, 150)), 1, Qt::DotLine);
+const QPen AbstractScopeWidget::penLighter(QBrush(QColor(225, 225, 250, 225)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penDark(QBrush(QColor(0, 0, 20, 250)), 1, Qt::SolidLine);
+const QPen AbstractScopeWidget::penDarkDots(QBrush(QColor(0, 0, 20, 250)), 1, Qt::DotLine);
+const QPen AbstractScopeWidget::penBackground(QBrush(dark2), 1, Qt::SolidLine);
+
+const QString AbstractScopeWidget::directions[] = {"North", "Northeast", "East", "Southeast"};
+
+AbstractScopeWidget::AbstractScopeWidget(bool trackMouse, QWidget *parent) :
+ QWidget(parent),
+ 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_requestForcedUpdate(false),
+ m_rescaleMinDist(4),
+ m_rescaleVerticalThreshold(2.0f)
{
m_scopePalette = QPalette();
this->setContextMenuPolicy(Qt::CustomContextMenu);
- m_activeRender = (m_clipMonitor->isActive()) ? m_clipMonitor->render : m_projMonitor->render;
-
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(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);
+
+ // Enable mouse tracking if desired.
+ // Causes the mouseMoved signal to be emitted when the mouse moves inside the
+ // widget, even when no mouse button is pressed.
+ this->setMouseTracking(trackMouse);
}
AbstractScopeWidget::~AbstractScopeWidget()
scopeConfig.sync();
}
-QString AbstractScopeWidget::configName() { return "Scope_" + m_widgetName; }
+QString AbstractScopeWidget::configName()
+{
+ return "Scope_" + m_widgetName;
+}
void AbstractScopeWidget::prodHUDThread()
{
if (this->visibleRegion().isEmpty()) {
-// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating HUD.";
+#ifdef DEBUG_ASW
+ qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating HUD.";
+#endif
} else {
if (m_semaphoreHUD.tryAcquire(1)) {
Q_ASSERT(!m_threadHUD.isRunning());
m_newHUDFrames.fetchAndStoreRelaxed(0);
m_newHUDUpdates.fetchAndStoreRelaxed(0);
m_threadHUD = QtConcurrent::run(this, &AbstractScopeWidget::renderHUD, m_accelFactorHUD);
-// qDebug() << "HUD thread started in " << m_widgetName;
+#ifdef DEBUG_ASW
+ qDebug() << "HUD thread started in " << m_widgetName;
+#endif
- } else {
-// qDebug() << "HUD semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadHUD.isRunning();
}
+#ifdef DEBUG_ASW
+ else {
+ qDebug() << "HUD semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadHUD.isRunning();
+ }
+#endif
}
}
void AbstractScopeWidget::prodScopeThread()
{
// Only start a new thread if the scope is actually visible
- // and not hidden by another widget on the stack.
- if (this->visibleRegion().isEmpty()) {
-// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating scope.";
+ // and not hidden by another widget on the stack and if user want the scope to update.
+ if (this->visibleRegion().isEmpty() || (!m_aAutoRefresh->isChecked() && !m_requestForcedUpdate)) {
+#ifdef DEBUG_ASW
+ qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating scope.";
+#endif
} else {
// Try to acquire the semaphore. This must only succeed if m_threadScope is not running
// anymore. Therefore the semaphore must NOT be released before m_threadScope ends.
// See http://doc.qt.nokia.com/latest/qtconcurrentrun.html#run about
// running member functions in a thread
- m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope, m_scopeImage);
+ m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope);
+ m_requestForcedUpdate = false;
-// qDebug() << "Scope thread started in " << m_widgetName;
+#ifdef DEBUG_ASW
+ qDebug() << "Scope thread started in " << m_widgetName;
+#endif
} else {
-// qDebug() << "Scope semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadScope.isRunning();
+#ifdef DEBUG_ASW
+ qDebug() << "Scope semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadScope.isRunning();
+#endif
}
}
}
void AbstractScopeWidget::prodBackgroundThread()
{
if (this->visibleRegion().isEmpty()) {
-// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating background.";
+#ifdef DEBUG_ASW
+ qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating background.";
+#endif
} else {
if (m_semaphoreBackground.tryAcquire(1)) {
Q_ASSERT(!m_threadBackground.isRunning());
m_newBackgroundFrames.fetchAndStoreRelaxed(0);
m_newBackgroundUpdates.fetchAndStoreRelaxed(0);
m_threadBackground = QtConcurrent::run(this, &AbstractScopeWidget::renderBackground, m_accelFactorBackground);
-// qDebug() << "Background thread started in " << m_widgetName;
+
+#ifdef DEBUG_ASW
+ qDebug() << "Background thread started in " << m_widgetName;
+#endif
} else {
-// qDebug() << "Background semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadBackground.isRunning();
+#ifdef DEBUG_ASW
+ qDebug() << "Background semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadBackground.isRunning();
+#endif
}
}
}
void AbstractScopeWidget::forceUpdate(bool doUpdate)
{
-// qDebug() << "Force update called in " << widgetName() << ". Arg: " << doUpdate;
- if (!doUpdate) { return; }
+#ifdef DEBUG_ASW
+ qDebug() << "Forced update called in " << widgetName() << ". Arg: " << doUpdate;
+#endif
+
+ if (!doUpdate) {
+ return;
+ }
+ m_requestForcedUpdate = true;
m_newHUDUpdates.fetchAndAddRelaxed(1);
m_newScopeUpdates.fetchAndAddRelaxed(1);
m_newBackgroundUpdates.fetchAndAddRelaxed(1);
void AbstractScopeWidget::forceUpdateScope()
{
m_newScopeUpdates.fetchAndAddRelaxed(1);
+ m_requestForcedUpdate = true;
prodScopeThread();
}
///// Events /////
-void AbstractScopeWidget::mouseReleaseEvent(QMouseEvent *event)
-{
- prodHUDThread();
- prodScopeThread();
- prodBackgroundThread();
- QWidget::mouseReleaseEvent(event);
-}
void AbstractScopeWidget::resizeEvent(QResizeEvent *event)
{
// Update the dimension of the available rect for painting
m_scopeRect = scopeRect();
-
forceUpdate();
QWidget::resizeEvent(event);
davinci.drawImage(m_scopeRect.topLeft(), m_imgHUD);
}
+void AbstractScopeWidget::mousePressEvent(QMouseEvent *event)
+{
+ if (event->button() == Qt::LeftButton) {
+ // Rescaling mode starts
+ m_rescaleActive = true;
+ m_rescalePropertiesLocked = false;
+ m_rescaleFirstRescaleDone = false;
+ m_rescaleStartPoint = event->pos();
+ m_rescaleModifiers = event->modifiers();
+ }
+}
+void AbstractScopeWidget::mouseReleaseEvent(QMouseEvent *event)
+{
+ m_rescaleActive = false;
+ m_rescalePropertiesLocked = false;
+
+ if (!m_aAutoRefresh->isChecked()) {
+ m_requestForcedUpdate = true;
+ }
+ prodHUDThread();
+ prodScopeThread();
+ prodBackgroundThread();
+ QWidget::mouseReleaseEvent(event);
+}
+void AbstractScopeWidget::mouseMoveEvent(QMouseEvent *event)
+{
+ m_mousePos = event->pos();
+ m_mouseWithinWidget = true;
+ emit signalMousePositionChanged();
+
+ QPoint movement = event->pos()-m_rescaleStartPoint;
+
+ if (m_rescaleActive) {
+ if (m_rescalePropertiesLocked) {
+ // Direction is known, now adjust parameters
+
+ // Reset the starting point to make the next moveEvent relative to the current one
+ m_rescaleStartPoint = event->pos();
+
+
+ if (!m_rescaleFirstRescaleDone) {
+ // We have just learned the desired direction; Normalize the movement to one pixel
+ // to avoid a jump by m_rescaleMinDist
+
+ if (movement.x() != 0) {
+ movement.setX(movement.x() / abs(movement.x()));
+ }
+ if (movement.y() != 0) {
+ movement.setY(movement.y() / abs(movement.y()));
+ }
+
+ m_rescaleFirstRescaleDone = true;
+ }
+
+ handleMouseDrag(movement, m_rescaleDirection, m_rescaleModifiers);
+
+
+
+ } else {
+ // Detect the movement direction here.
+ // This algorithm relies on the aspect ratio of dy/dx (size and signum).
+ if (movement.manhattanLength() > m_rescaleMinDist) {
+ float diff = ((float) movement.y())/movement.x();
+
+ if (abs(diff) > m_rescaleVerticalThreshold || movement.x() == 0) {
+ m_rescaleDirection = North;
+ } else if (abs(diff) < 1/m_rescaleVerticalThreshold) {
+ m_rescaleDirection = East;
+ } else if (diff < 0) {
+ m_rescaleDirection = Northeast;
+ } else {
+ m_rescaleDirection = Southeast;
+ }
+#ifdef DEBUG_ASW
+ qDebug() << "Diff is " << diff << "; chose " << directions[m_rescaleDirection] << " as direction";
+#endif
+ m_rescalePropertiesLocked = true;
+ }
+ }
+ }
+}
+
+void AbstractScopeWidget::leaveEvent(QEvent *)
+{
+ m_mouseWithinWidget = false;
+ emit signalMousePositionChanged();
+}
+
void AbstractScopeWidget::customContextMenuRequested(const QPoint &pos)
{
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 /////
void AbstractScopeWidget::slotHUDRenderingFinished(uint mseconds, uint oldFactor)
{
-// qDebug() << "HUD rendering has finished, waiting for termination in " << m_widgetName;
+#ifdef DEBUG_ASW
+ qDebug() << "HUD rendering has finished in " << mseconds << " ms, waiting for termination in " << m_widgetName;
+#endif
m_threadHUD.waitForFinished();
m_imgHUD = m_threadHUD.result();
m_accelFactorHUD = accel;
}
- 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;
+ if ((m_newHUDFrames > 0 && m_aAutoRefresh->isChecked()) || m_newHUDUpdates > 0) {
+#ifdef DEBUG_ASW
+ qDebug() << "Trying to start a new HUD thread for " << m_widgetName
+ << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
+#endif
prodHUDThread();;
}
}
{
// The signal can be received before the thread has really finished. So we
// need to wait until it has really finished before starting a new thread.
-// qDebug() << "Scope rendering has finished, waiting for termination in " << m_widgetName;
+#ifdef DEBUG_ASW
+ qDebug() << "Scope rendering has finished in " << mseconds << " ms, waiting for termination in " << m_widgetName;
+#endif
m_threadScope.waitForFinished();
m_imgScope = m_threadScope.result();
m_accelFactorScope = accel;
}
- 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;
+ if ((m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
+#ifdef DEBUG_ASW
+ qDebug() << "Trying to start a new scope thread for " << m_widgetName
+ << ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
+#endif
prodScopeThread();
}
}
void AbstractScopeWidget::slotBackgroundRenderingFinished(uint mseconds, uint oldFactor)
{
-// qDebug() << "Background rendering has finished, waiting for termination in " << m_widgetName;
+#ifdef DEBUG_ASW
+ qDebug() << "Background rendering has finished in " << mseconds << " ms, waiting for termination in " << m_widgetName;
+#endif
m_threadBackground.waitForFinished();
m_imgBackground = m_threadBackground.result();
m_accelFactorBackground = accel;
}
- 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;
+ if ((m_newBackgroundFrames > 0 && m_aAutoRefresh->isChecked()) || m_newBackgroundUpdates > 0) {
+#ifdef DEBUG_ASW
+ qDebug() << "Trying to start a new background thread for " << m_widgetName
+ << ". New frames/updates: " << m_newBackgroundFrames << "/" << m_newBackgroundUpdates;
+#endif
prodBackgroundThread();;
}
}
-void AbstractScopeWidget::slotActiveMonitorChanged(bool isClipMonitor)
-{
-// qDebug() << "Active monitor has changed in " << m_widgetName << ". Is the clip monitor active now? " << isClipMonitor;
-
- bool b = m_activeRender->disconnect(this);
- Q_ASSERT(b);
-
- m_activeRender = (isClipMonitor) ? m_clipMonitor->render : m_projMonitor->render;
-
- b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- b &= connect(m_activeRender, SIGNAL(frameUpdated(QImage)), this, SLOT(slotRenderZoneUpdated(QImage)));
- Q_ASSERT(b);
-
- // Update the scope for the new monitor.
- prodHUDThread();
- prodScopeThread();
- prodBackgroundThread();
-}
-
void AbstractScopeWidget::slotRenderZoneUpdated()
{
m_newHUDFrames.fetchAndAddRelaxed(1);
m_newScopeFrames.fetchAndAddRelaxed(1);
m_newBackgroundFrames.fetchAndAddRelaxed(1);
-// qDebug() << "Monitor incoming. New frames total HUD/Scope/Background: " << m_newHUDFrames
-// << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
+#ifdef DEBUG_ASW
+ qDebug() << "Data incoming at " << widgetName() << ". New frames total HUD/Scope/Background: " << m_newHUDFrames
+ << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
+#endif
if (this->visibleRegion().isEmpty()) {
-// qDebug() << "Scope of widget " << m_widgetName << " is not at the top, not rendering.";
+#ifdef DEBUG_ASW
+ qDebug() << "Scope of widget " << m_widgetName << " is not at the top, not rendering.";
+#endif
} else {
if (m_aAutoRefresh->isChecked()) {
prodHUDThread();
}
}
-void AbstractScopeWidget::slotRenderZoneUpdated(QImage frame)
-{
- m_scopeImage = frame;
- slotRenderZoneUpdated();
-}
-
void AbstractScopeWidget::slotResetRealtimeFactor(bool realtimeChecked)
{
if (!realtimeChecked) {
}
}
+bool AbstractScopeWidget::autoRefreshEnabled()
+{
+ return m_aAutoRefresh->isChecked();
+}
+
void AbstractScopeWidget::slotAutoRefreshToggled(bool autoRefresh)
{
+#ifdef DEBUG_ASW
+ qDebug() << "Auto-refresh switched to " << autoRefresh << " in " << widgetName()
+ << " (Visible: " << isVisible() << "/" << this->visibleRegion().isEmpty() << ")";
+#endif
+ if (isVisible()) {
+ // Notify listeners whether we accept new frames now
+ emit requestAutoRefresh(autoRefresh);
+ }
// TODO only if depends on input
if (autoRefresh) {
- forceUpdate();
+ //forceUpdate();
+ m_requestForcedUpdate = true;
}
}
+
+void AbstractScopeWidget::handleMouseDrag(const QPoint, const RescaleDirection, const Qt::KeyboardModifiers) { }
+
+
+#ifdef DEBUG_ASW
+#undef DEBUG_ASW
+#endif