#include <QFuture>
#include <QColor>
-#include <QDebug>
#include <QMenu>
+#include <QMouseEvent>
#include <QPainter>
-const QColor light(250, 238, 226, 255);
-const QColor dark ( 40, 40, 39, 255);
-const QColor dark2( 25, 25, 23, 255);
+const int REALTIME_FPS = 30;
-AbstractScopeWidget::AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, QWidget *parent) :
- QWidget(parent),
- m_projMonitor(projMonitor),
- m_clipMonitor(clipMonitor),
- offset(5),
- m_semaphoreHUD(1),
- m_semaphoreScope(1),
- m_semaphoreBackground(1)
+const QColor light(250, 238, 226, 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::penLightDots(QBrush(QColor(200, 200, 250, 150)), 1, Qt::DotLine);
+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);
+
+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_scopePalette = QPalette();
this->setContextMenuPolicy(Qt::CustomContextMenu);
- if (m_projMonitor->isActive()) {
- m_activeRender = m_projMonitor->render;
- } else {
- m_activeRender = m_clipMonitor->render;
- }
-
- connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- connect(this, SIGNAL(customContextMenuRequested(QPoint)), this, SLOT(customContextMenuRequested(QPoint)));
- connect(this, SIGNAL(signalScopeRenderingFinished()), this, SLOT(slotScopeRenderingFinished()));
+ bool b = true;
+ b &= connect(this, SIGNAL(customContextMenuRequested(QPoint)), this, SLOT(customContextMenuRequested(QPoint)));
+ 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()
{
+ writeConfig();
+
delete m_menu;
delete m_aAutoRefresh;
+ delete m_aRealtime;
+}
+
+void AbstractScopeWidget::init()
+{
+ m_widgetName = widgetName();
+ readConfig();
+}
+
+void AbstractScopeWidget::readConfig()
+{
+ KSharedConfigPtr config = KGlobal::config();
+ KConfigGroup scopeConfig(config, configName());
+ m_aAutoRefresh->setChecked(scopeConfig.readEntry("autoRefresh", true));
+ m_aRealtime->setChecked(scopeConfig.readEntry("realtime", false));
+ scopeConfig.sync();
+}
+
+void AbstractScopeWidget::writeConfig()
+{
+ KSharedConfigPtr config = KGlobal::config();
+ KConfigGroup scopeConfig(config, configName());
+ scopeConfig.writeEntry("autoRefresh", m_aAutoRefresh->isChecked());
+ scopeConfig.writeEntry("realtime", m_aRealtime->isChecked());
+ scopeConfig.sync();
+}
+
+QString AbstractScopeWidget::configName()
+{
+ return "Scope_" + m_widgetName;
+}
+
+void AbstractScopeWidget::prodHUDThread()
+{
+ if (this->visibleRegion().isEmpty()) {
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating HUD.";
+ } 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;
+
+ } else {
+// qDebug() << "HUD semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadHUD.isRunning();
+ }
+ }
}
void AbstractScopeWidget::prodScopeThread()
{
- if (m_semaphoreScope.tryAcquire(1)) {
- Q_ASSERT(!m_threadScope.isRunning());
+ // Only start a new thread if the scope is actually visible
+ // 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)) {
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating scope.";
+ } 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.
+ // If acquiring the semaphore fails, the thread is still running.
+ if (m_semaphoreScope.tryAcquire(1)) {
+ Q_ASSERT(!m_threadScope.isRunning());
+
+ m_newScopeFrames.fetchAndStoreRelaxed(0);
+ m_newScopeUpdates.fetchAndStoreRelaxed(0);
- m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope);
- qDebug() << "Scope thread started in " << widgetName();
+ Q_ASSERT(m_accelFactorScope > 0);
+ // 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_requestForcedUpdate = false;
+
+// qDebug() << "Scope thread started in " << m_widgetName;
+
+ } else {
+// qDebug() << "Scope semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadScope.isRunning();
+ }
+ }
+}
+void AbstractScopeWidget::prodBackgroundThread()
+{
+ if (this->visibleRegion().isEmpty()) {
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating background.";
} else {
- qDebug() << "Scope semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadScope.isRunning();
+ 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;
+
+ } else {
+// qDebug() << "Background semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadBackground.isRunning();
+ }
}
}
+void AbstractScopeWidget::forceUpdate(bool doUpdate)
+{
+// qDebug() << "Force update called in " << widgetName() << ". Arg: " << doUpdate;
+ if (!doUpdate) {
+ return;
+ }
+ m_requestForcedUpdate = true;
+ m_newHUDUpdates.fetchAndAddRelaxed(1);
+ m_newScopeUpdates.fetchAndAddRelaxed(1);
+ m_newBackgroundUpdates.fetchAndAddRelaxed(1);
+ prodHUDThread();
+ prodScopeThread();
+ prodBackgroundThread();
+}
+void AbstractScopeWidget::forceUpdateHUD()
+{
+ m_newHUDUpdates.fetchAndAddRelaxed(1);
+ prodHUDThread();
+
+}
+void AbstractScopeWidget::forceUpdateScope()
+{
+ m_newScopeUpdates.fetchAndAddRelaxed(1);
+ m_requestForcedUpdate = true;
+ prodScopeThread();
+
+}
+void AbstractScopeWidget::forceUpdateBackground()
+{
+ m_newBackgroundUpdates.fetchAndAddRelaxed(1);
+ prodBackgroundThread();
+
+}
+
///// Events /////
void AbstractScopeWidget::mouseReleaseEvent(QMouseEvent *event)
{
- // TODO Render again
+ if (!m_aAutoRefresh->isChecked()) {
+ m_requestForcedUpdate = true;
+ }
+ prodHUDThread();
prodScopeThread();
+ prodBackgroundThread();
QWidget::mouseReleaseEvent(event);
}
{
// Update the dimension of the available rect for painting
m_scopeRect = scopeRect();
-
- m_newHUDUpdates.fetchAndAddRelaxed(1);
- m_newScopeUpdates.fetchAndAddRelaxed(1);
- m_newBackgroundUpdates.fetchAndAddRelaxed(1);
+ forceUpdate();
QWidget::resizeEvent(event);
- // TODO Calculation
+}
+
+void AbstractScopeWidget::showEvent(QShowEvent *event)
+{
+ QWidget::showEvent(event);
+ m_scopeRect = scopeRect();
}
void AbstractScopeWidget::paintEvent(QPaintEvent *)
{
QPainter davinci(this);
- davinci.drawImage(scopeRect().topLeft(), m_imgBackground);
- davinci.drawImage(scopeRect().topLeft(), m_imgScope);
- davinci.drawImage(scopeRect().topLeft(), m_imgHUD);
- davinci.fillRect(scopeRect(), QBrush(QColor(200, 100, 0, 16)));
+ davinci.drawImage(m_scopeRect.topLeft(), m_imgBackground);
+ davinci.drawImage(m_scopeRect.topLeft(), m_imgScope);
+ davinci.drawImage(m_scopeRect.topLeft(), m_imgHUD);
+}
+
+void AbstractScopeWidget::mouseMoveEvent(QMouseEvent *event)
+{
+ m_mousePos = event->pos();
+ m_mouseWithinWidget = true;
+ emit signalMousePositionChanged();
+}
+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);
+}
+
///// Slots /////
-void AbstractScopeWidget::slotHUDRenderingFinished()
+void AbstractScopeWidget::slotHUDRenderingFinished(uint mseconds, uint oldFactor)
{
+// qDebug() << "HUD rendering has finished, waiting for termination in " << m_widgetName;
+ m_threadHUD.waitForFinished();
+ m_imgHUD = m_threadHUD.result();
+
+ m_semaphoreHUD.release(1);
+ this->update();
+ int accel;
+ if (m_aRealtime->isChecked()) {
+ accel = calculateAccelFactorHUD(mseconds, oldFactor);
+ if (m_accelFactorHUD < 1) {
+ accel = 1;
+ }
+ 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;
+ prodHUDThread();;
+ }
}
-void AbstractScopeWidget::slotScopeRenderingFinished()
+void AbstractScopeWidget::slotScopeRenderingFinished(uint mseconds, uint oldFactor)
{
- qDebug() << "Scope rendering has finished, waiting for termination in " << widgetName();
+ // 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;
m_threadScope.waitForFinished();
m_imgScope = m_threadScope.result();
+
+ // The scope thread has finished. Now we can release the semaphore, allowing a new thread.
+ // See prodScopeThread where the semaphore is acquired again.
m_semaphoreScope.release(1);
this->update();
-}
-void AbstractScopeWidget::slotBackgroundRenderingFinished()
-{
+ // Calculate the acceleration factor hint to get «realtime» updates.
+ int accel;
+ if (m_aRealtime->isChecked()) {
+ accel = calculateAccelFactorScope(mseconds, oldFactor);
+ if (accel < 1) {
+ // If mseconds happens to be 0.
+ accel = 1;
+ }
+ // Don't directly calculate with m_accelFactorScope as we are dealing with concurrency.
+ // If m_accelFactorScope is set to 0 at the wrong moment, who knows what might happen
+ // then :) Therefore use a local variable.
+ 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;
+ prodScopeThread();
+ }
}
-void AbstractScopeWidget::slotActiveMonitorChanged(bool isClipMonitor)
+void AbstractScopeWidget::slotBackgroundRenderingFinished(uint mseconds, uint oldFactor)
{
- if (isClipMonitor) {
- m_activeRender = m_clipMonitor->render;
- disconnect(this, SLOT(slotRenderZoneUpdated()));
- connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- } else {
- m_activeRender = m_projMonitor->render;
- disconnect(this, SLOT(slotRenderZoneUpdated()));
- connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
+// qDebug() << "Background rendering has finished, waiting for termination in " << m_widgetName;
+ m_threadBackground.waitForFinished();
+ m_imgBackground = m_threadBackground.result();
+
+ m_semaphoreBackground.release(1);
+ this->update();
+
+ int accel;
+ if (m_aRealtime->isChecked()) {
+ accel = calculateAccelFactorBackground(mseconds, oldFactor);
+ if (m_accelFactorBackground < 1) {
+ accel = 1;
+ }
+ 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;
+ prodBackgroundThread();;
}
}
m_newScopeFrames.fetchAndAddRelaxed(1);
m_newBackgroundFrames.fetchAndAddRelaxed(1);
- qDebug() << "Monitor incoming. New frames total HUD/Scope/Background: " << m_newHUDFrames
- << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
+// qDebug() << "Monitor incoming. New frames total HUD/Scope/Background: " << m_newHUDFrames
+// << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope of widget " << widgetName() << " is not at the top, not rendering.";
+// qDebug() << "Scope of widget " << m_widgetName << " is not at the top, not rendering.";
} else {
if (m_aAutoRefresh->isChecked()) {
- // TODO run the updater functions here.
+ prodHUDThread();
+ prodScopeThread();
+ prodBackgroundThread();
}
}
}
+
+void AbstractScopeWidget::slotRenderZoneUpdated(QImage frame)
+{
+ m_scopeImage = frame;
+ slotRenderZoneUpdated();
+}
+
+void AbstractScopeWidget::slotResetRealtimeFactor(bool realtimeChecked)
+{
+ if (!realtimeChecked) {
+ m_accelFactorHUD = 1;
+ m_accelFactorScope = 1;
+ m_accelFactorBackground = 1;
+ }
+}
+
+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();
+ m_requestForcedUpdate = true;
+ }
+}