m_projMonitor(projMonitor),
m_clipMonitor(clipMonitor),
offset(5),
- m_semaphoreHUD(1),
- m_semaphoreScope(1),
- m_semaphoreBackground(1),
m_accelFactorHUD(1),
m_accelFactorScope(1),
m_accelFactorBackground(1),
+ m_semaphoreHUD(1),
+ m_semaphoreScope(1),
+ m_semaphoreBackground(1),
initialDimensionUpdateDone(false)
{
this->setContextMenuPolicy(Qt::CustomContextMenu);
- if (m_projMonitor->isActive()) {
- m_activeRender = m_projMonitor->render;
- } else {
- m_activeRender = m_clipMonitor->render;
- }
+ 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(int)), this, SLOT(slotRenderZoneUpdated()));
+
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);
}
{
delete m_menu;
delete m_aAutoRefresh;
+ delete m_aRealtime;
}
-void AbstractScopeWidget::prodHUDThread() {}
+void AbstractScopeWidget::prodHUDThread()
+{
+ if (this->visibleRegion().isEmpty()) {
+ qDebug() << "Scope " << 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();
+
+ } else {
+ qDebug() << "HUD semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadHUD.isRunning();
+ }
+ }
+}
void AbstractScopeWidget::prodScopeThread()
{
- // 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());
+ // 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.";
+ } 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);
+
+ // 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_newScopeFrames.fetchAndStoreRelaxed(0);
- m_newScopeUpdates.fetchAndStoreRelaxed(0);
- m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope);
- qDebug() << "Scope thread started in " << widgetName();
+ qDebug() << "Scope thread started in " << widgetName();
+ } else {
+ qDebug() << "Scope semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadScope.isRunning();
+ }
+ }
+}
+void AbstractScopeWidget::prodBackgroundThread()
+{
+ if (this->visibleRegion().isEmpty()) {
+ qDebug() << "Scope " << 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 " << widgetName();
+
+ } else {
+ qDebug() << "Background semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadBackground.isRunning();
+ }
}
}
-void AbstractScopeWidget::prodBackgroundThread() {}
+void AbstractScopeWidget::forceUpdate()
+{
+ 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);
+ prodScopeThread();
+
+}
+void AbstractScopeWidget::forceUpdateBackground()
+{
+ m_newBackgroundUpdates.fetchAndAddRelaxed(1);
+ prodBackgroundThread();
+
+}
///// Events /////
// Update the dimension of the available rect for painting
m_scopeRect = scopeRect();
- m_newHUDUpdates.fetchAndAddRelaxed(1);
- m_newScopeUpdates.fetchAndAddRelaxed(1);
- m_newBackgroundUpdates.fetchAndAddRelaxed(1);
-
- prodHUDThread();
- prodScopeThread();
- prodBackgroundThread();
+ forceUpdate();
QWidget::resizeEvent(event);
}
-void AbstractScopeWidget::paintEvent(QPaintEvent *)
+void AbstractScopeWidget::raise()
{
-// qDebug() << "Painting now on scope " << widgetName();
- if (!initialDimensionUpdateDone) {
- // This is a workaround.
- // When updating the dimensions in the constructor, the size
- // of the control items at the top are simply ignored! So do
- // it here instead.
- m_scopeRect = scopeRect();
- initialDimensionUpdateDone = true;
- }
+ // 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();
+}
+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::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(uint, uint) {}
+void AbstractScopeWidget::slotHUDRenderingFinished(uint mseconds, uint oldFactor)
+{
+ qDebug() << "HUD rendering has finished, waiting for termination in " << widgetName();
+ m_threadHUD.waitForFinished();
+ m_imgHUD = m_threadHUD.result();
+
+ m_semaphoreHUD.release(1);
+ this->update();
-void AbstractScopeWidget::slotScopeRenderingFinished(uint mseconds, uint)
+ 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 " << widgetName()
+ << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
+ prodHUDThread();;
+ }
+}
+
+void AbstractScopeWidget::slotScopeRenderingFinished(uint mseconds, uint oldFactor)
{
// 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.
// Calculate the acceleration factor hint to get «realtime» updates.
int accel;
if (m_aRealtime->isChecked()) {
- accel = ceil((float)mseconds*REALTIME_FPS/1000 );
+ accel = calculateAccelFactorScope(mseconds, oldFactor);
if (m_accelFactorScope < 1) {
- // If mseconds is 0.
+ // If mseconds happens to be 0.
accel = 1;
}
// Don't directly calculate with m_accelFactorScope as we are dealing with concurrency.
}
if ( (m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
- qDebug() << "Trying to start a new thread for " << widgetName()
+ qDebug() << "Trying to start a new scope thread for " << widgetName()
<< ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
prodScopeThread();
}
}
-void AbstractScopeWidget::slotBackgroundRenderingFinished(uint, uint) {}
+void AbstractScopeWidget::slotBackgroundRenderingFinished(uint mseconds, uint oldFactor)
+{
+ qDebug() << "Background rendering has finished, waiting for termination in " << 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 " << 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;
- bool disconnected = m_activeRender->disconnect(this);
- Q_ASSERT(disconnected);
+ bool b = m_activeRender->disconnect(this);
+ Q_ASSERT(b);
m_activeRender = (isClipMonitor) ? m_clipMonitor->render : m_projMonitor->render;
- connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- connect(m_activeRender, SIGNAL(rendererPositionBefore0()), this, SLOT(slotRenderZoneUpdated()));
+ b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
+ b &= connect(m_activeRender, SIGNAL(frameUpdated(int)), this, SLOT(slotRenderZoneUpdated()));
+ Q_ASSERT(b);
// Update the scope for the new monitor.
prodHUDThread();
m_accelFactorBackground = 1;
}
}
+
+void AbstractScopeWidget::slotAutoRefreshToggled(bool autoRefresh)
+{
+ // TODO only if depends on input
+ if (autoRefresh) {
+ forceUpdate();
+ }
+}