***************************************************************************/
/**
+ This abstract widget is a proof that abstract things sometimes *are* useful.
+
+ The widget expects three layers which
+ * Will be painted on top of each other on each update
+ * Are rendered in a separate thread so that the UI is not blocked
+ * Are rendered only if necessary (e.g., if a layer does not depend
+ on input images, it will not be re-rendered for incoming frames)
+
+ The layer order is as follows:
_____________________
/ \
/ HUD Layer \
/ Background Layer \
/ \
---------------------------
+
+ Colors of Scope Widgets are defined in here (and thus don't need to be
+ re-defined in the implementation of the widget's .ui file).
+
+ The custom context menu already contains entries, like for enabling auto-
+ refresh. It can certainly be extended in the implementation of the widget.
+
+ Note: Widgets deriving from this class should connect slotActiveMonitorChanged
+ to the appropriate signal.
+
+ If you intend to write an own widget inheriting from this one, please read
+ the comments on the unimplemented methods carefully. They are not only here
+ for optical amusement, but also contain important information.
*/
#ifndef ABSTRACTSCOPEWIDGET_H
Q_OBJECT
public:
- AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, QWidget *parent = 0);
+ AbstractScopeWidget(Monitor *projMonitor, Monitor *clipMonitor, bool trackMouse = false, QWidget *parent = 0);
virtual ~AbstractScopeWidget(); // Must be virtual because of inheritance, to avoid memory leaks
QPalette m_scopePalette;
+ /** Initializes widget settings (reads configuration).
+ Has to be called in the implementing object. */
+ void init();
+
+ /** Does this scope have auto-refresh enabled */
+ bool autoRefreshEnabled();
+
+ ///// Unimplemented /////
+
virtual QString widgetName() const = 0;
+ ///// Variables /////
+ static const QPen penThick;
+ static const QPen penThin;
+ static const QPen penLight;
+ static const QPen penDark;
+
protected:
///// Variables /////
Monitor *m_clipMonitor;
Render *m_activeRender;
+
+ /** The context menu. Feel free to add new entries in your implementation. */
QMenu *m_menu;
+
+ /** Enables auto refreshing of the scope.
+ This is when a new frame is shown on the active monitor.
+ Resize events always force a recalculation. */
QAction *m_aAutoRefresh;
+
+ /** Realtime rendering. Should be disabled if it is not supported.
+ Use the accelerationFactor variable passed to the render functions as a hint of
+ how many times faster the scope should be calculated. */
QAction *m_aRealtime;
+ /** The mouse position; Updated when the mouse enters the widget
+ AND mouse tracking has been enabled. */
+ QPoint m_mousePos;
+ /** Knows whether the mouse currently lies within the widget or not.
+ Can e.g. be used for drawing a HUD only when the mouse is in the widget. */
+ bool m_mouseWithinWidget;
+
/** Offset from the widget's borders */
const uchar offset;
+ /** The rect on the widget we're painting in.
+ Can be used by the implementing widget, e.g. in the render methods.
+ Is updated when necessary (size changes). */
QRect m_scopeRect;
+
+ /** Images storing the calculated layers. Will be used on repaint events. */
QImage m_imgHUD;
QImage m_imgScope;
QImage m_imgBackground;
- /** Counts the number of frames that have been rendered in the active monitor.
- The frame number will be reset when the calculation starts for the current frame. */
- QAtomicInt m_newHUDFrames;
- QAtomicInt m_newScopeFrames;
- QAtomicInt m_newBackgroundFrames;
-
- /** Counts the number of updates that, unlike new frames, force a recalculation
- of the scope, like for example a resize event. */
- QAtomicInt m_newHUDUpdates;
- QAtomicInt m_newScopeUpdates;
- QAtomicInt m_newBackgroundUpdates;
-
- QFuture<QImage> m_threadHUD;
- QFuture<QImage> m_threadScope;
- QFuture<QImage> m_threadBackground;
+ /** The acceleration factors can be accessed also by other renderer tasks,
+ e.g. to display the scope's acceleration factor in the HUD renderer. */
+ int m_accelFactorHUD;
+ int m_accelFactorScope;
+ int m_accelFactorBackground;
- QSemaphore m_semaphoreHUD;
- QSemaphore m_semaphoreScope;
- QSemaphore m_semaphoreBackground;
+ /** Reads the widget's configuration.
+ Can be extended in the implementing subclass (make sure to run readConfig as well). */
+ virtual void readConfig();
+ /** Writes the widget configuration.
+ Implementing widgets have to implement an own method and run it in their destructor. */
+ void writeConfig();
+ /** Identifier for the widget's configuration. */
+ QString configName();
///// Unimplemented Methods /////
- /** Where on the widget we can paint in */
+ /** Where on the widget we can paint in.
+ May also update other variables that depend on the widget's size. */
virtual QRect scopeRect() = 0;
- /** HUD renderer. Must emit signalHUDRenderingFinished(). */
- virtual QImage renderHUD() = 0;
- /** Scope renderer. Must emit signalScopeRenderingFinished(). */
- virtual QImage renderScope() = 0;
- /** Background renderer. Must emit signalBackgroundRenderingFinished(). */
- virtual QImage renderBackground() = 0;
+ /** @brief HUD renderer. Must emit signalHUDRenderingFinished(). @see renderScope */
+ virtual QImage renderHUD(uint accelerationFactor) = 0;
+ /** @brief Scope renderer. Must emit signalScopeRenderingFinished()
+ when calculation has finished, to allow multi-threading.
+ accelerationFactor hints how much faster than usual the calculation should be accomplished, if possible. */
+ virtual QImage renderScope(uint accelerationFactor, QImage) = 0;
+ /** @brief Background renderer. Must emit signalBackgroundRenderingFinished(). @see renderScope */
+ virtual QImage renderBackground(uint accelerationFactor) = 0;
- ///// Methods /////
+ /** Must return true if the HUD layer depends on the input monitor.
+ If it does not, then it does not need to be re-calculated when
+ a new frame from the monitor is incoming. */
+ virtual bool isHUDDependingOnInput() const = 0;
+ /** @see isHUDDependingOnInput() */
+ virtual bool isScopeDependingOnInput() const = 0;
+ /** @see isHUDDependingOnInput() */
+ virtual bool isBackgroundDependingOnInput() const = 0;
+ ///// Can be reimplemented /////
+ /** Calculates the acceleration factor to be used by the render thread.
+ This method can be refined in the subclass if required. */
+ virtual uint calculateAccelFactorHUD(uint oldMseconds, uint oldFactor);
+ virtual uint calculateAccelFactorScope(uint oldMseconds, uint oldFactor);
+ virtual uint calculateAccelFactorBackground(uint oldMseconds, uint oldFactor);
+
+ ///// Reimplemented /////
+
+ void mouseMoveEvent(QMouseEvent *);
+ void leaveEvent(QEvent *);
void mouseReleaseEvent(QMouseEvent *);
void paintEvent(QPaintEvent *);
void resizeEvent(QResizeEvent *);
+ void showEvent(QShowEvent *); // Called when the widget is activated via the Menu entry
+ // void raise(); // Called only when manually calling the event -> useless
protected slots:
- /** Called when the active monitor has shown a new frame. */
- void slotRenderZoneUpdated();
- void slotHUDRenderingFinished();
- void slotScopeRenderingFinished();
- void slotBackgroundRenderingFinished();
+ /** Forces an update of all layers. */
+ void forceUpdate(bool doUpdate = true);
+ void forceUpdateHUD();
+ void forceUpdateScope();
+ void forceUpdateBackground();
+ void slotAutoRefreshToggled(bool);
signals:
- void signalHUDRenderingFinished();
- void signalScopeRenderingFinished();
- void signalBackgroundRenderingFinished();
+ /** mseconds represent the time taken for the calculation,
+ accelerationFactor is the acceleration factor that has been used. */
+ void signalHUDRenderingFinished(uint mseconds, uint accelerationFactor);
+ void signalScopeRenderingFinished(uint mseconds, uint accelerationFactor);
+ void signalBackgroundRenderingFinished(uint mseconds, uint accelerationFactor);
+
+ /** For the mouse position itself see m_mousePos.
+ To check whether the mouse has leaved the widget, see m_mouseWithinWidget. */
+ void signalMousePositionChanged();
+
+ /** Do we need the renderer to send its frames to us? */
+ void requestAutoRefresh(bool);
private:
+
+ /** Counts the number of frames that have been rendered in the active monitor.
+ The frame number will be reset when the calculation starts for the current frame. */
+ QAtomicInt m_newHUDFrames;
+ QAtomicInt m_newScopeFrames;
+ QAtomicInt m_newBackgroundFrames;
+
+ /** Counts the number of updates that, unlike new frames, force a recalculation
+ of the scope, like for example a resize event. */
+ QAtomicInt m_newHUDUpdates;
+ QAtomicInt m_newScopeUpdates;
+ QAtomicInt m_newBackgroundUpdates;
+
+ /** The semaphores ensure that the QFutures for the HUD/Scope/Background threads cannot
+ be assigned a new thread while it is still running. (Could cause deadlocks and other
+ nasty things known from parallelism. */
+ QSemaphore m_semaphoreHUD;
+ QSemaphore m_semaphoreScope;
+ QSemaphore m_semaphoreBackground;
+
+ QFuture<QImage> m_threadHUD;
+ QFuture<QImage> m_threadScope;
+ QFuture<QImage> m_threadBackground;
+
+ QImage m_scopeImage;
+
+ QString m_widgetName;
+
+ bool initialDimensionUpdateDone;
+ void prodHUDThread();
void prodScopeThread();
+ void prodBackgroundThread();
+
private slots:
- void customContextMenuRequested(const QPoint &pos);
+ /** @brief Must be called when the active monitor has shown a new frame.
+ This slot must be connected in the implementing class, it is *not*
+ done in this abstract class. */
void slotActiveMonitorChanged(bool isClipMonitor);
+ void customContextMenuRequested(const QPoint &pos);
+ /** To be called when a new frame has been received.
+ The scope then decides whether and when it wants to recalculate the scope, depending
+ on whether it is currently visible and whether a calculation thread is already running. */
+ void slotRenderZoneUpdated();
+ void slotRenderZoneUpdated(QImage);
+ /** The following slots are called when rendering of a component has finished. They e.g. update
+ the widget and decide whether to immediately restart the calculation thread. */
+ void slotHUDRenderingFinished(uint mseconds, uint accelerationFactor);
+ void slotScopeRenderingFinished(uint mseconds, uint accelerationFactor);
+ void slotBackgroundRenderingFinished(uint mseconds, uint accelerationFactor);
+
+ /** Resets the acceleration factors to 1 when realtime rendering is disabled. */
+ void slotResetRealtimeFactor(bool realtimeChecked);
};