#include <QFuture>
#include <QColor>
-#include <QDebug>
#include <QMenu>
+#include <QMouseEvent>
#include <QPainter>
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 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)
{
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(frameUpdated(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);
+
+ // 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 " << widgetName() << " is not visible. Not calculating HUD.";
+// 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 " << widgetName();
+// qDebug() << "HUD thread started in " << m_widgetName;
} else {
- qDebug() << "HUD semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadHUD.isRunning();
+// qDebug() << "HUD semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadHUD.isRunning();
}
}
}
// 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 " << widgetName() << " is not visible. Not calculating scope.";
+// 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.
m_newScopeFrames.fetchAndStoreRelaxed(0);
m_newScopeUpdates.fetchAndStoreRelaxed(0);
+ 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_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope, m_scopeImage);
- qDebug() << "Scope thread started in " << widgetName();
+// qDebug() << "Scope thread started in " << m_widgetName;
} else {
- qDebug() << "Scope semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadScope.isRunning();
+// qDebug() << "Scope semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadScope.isRunning();
}
}
}
void AbstractScopeWidget::prodBackgroundThread()
{
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope " << widgetName() << " is not visible. Not calculating background.";
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating background.";
} 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 " << widgetName();
+// qDebug() << "Background thread started in " << m_widgetName;
} else {
- qDebug() << "Background semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadBackground.isRunning();
+// qDebug() << "Background semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadBackground.isRunning();
}
}
}
-void AbstractScopeWidget::forceUpdate()
+void AbstractScopeWidget::forceUpdate(bool doUpdate)
{
+// qDebug() << "Force update called in " << widgetName() << ". Arg: " << doUpdate;
+ 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();
QWidget::resizeEvent(event);
}
-void AbstractScopeWidget::raise()
-{
- // Widget has been brought to the top of a widget stack,
- // layers need to be updated.
- QWidget::raise();
- forceUpdate();
-}
-
void AbstractScopeWidget::showEvent(QShowEvent *event)
{
- m_scopeRect = scopeRect();
QWidget::showEvent(event);
m_scopeRect = scopeRect();
}
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 ); }
+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 " << widgetName();
+// qDebug() << "HUD rendering has finished, waiting for termination in " << m_widgetName;
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 " << widgetName()
- << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
+ 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();;
}
}
{
// 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 " << widgetName();
+// qDebug() << "Scope rendering has finished, waiting for termination in " << m_widgetName;
m_threadScope.waitForFinished();
m_imgScope = m_threadScope.result();
int accel;
if (m_aRealtime->isChecked()) {
accel = calculateAccelFactorScope(mseconds, oldFactor);
- if (m_accelFactorScope < 1) {
+ if (accel < 1) {
// If mseconds happens to be 0.
accel = 1;
}
m_accelFactorScope = accel;
}
- if ( (m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
- qDebug() << "Trying to start a new scope thread for " << widgetName()
- << ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
+ 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::slotBackgroundRenderingFinished(uint mseconds, uint oldFactor)
{
- qDebug() << "Background rendering has finished, waiting for termination in " << widgetName();
+// qDebug() << "Background rendering has finished, waiting for termination in " << m_widgetName;
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 " << widgetName()
- << ". New frames/updates: " << m_newBackgroundFrames << "/" << m_newBackgroundUpdates;
+ 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();;
}
}
void AbstractScopeWidget::slotActiveMonitorChanged(bool isClipMonitor)
{
- qDebug() << "Active monitor has changed in " << widgetName() << ". Is the clip monitor active now? " << 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(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);
// Update the scope for the new monitor.
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()) {
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)
{
+ if (isVisible()) emit requestAutoRefresh(autoRefresh);
// TODO only if depends on input
if (autoRefresh) {
forceUpdate();