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;
+ /** 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;
+
+ /** 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;
- /** @brief HUD renderer.
- Must emit signalHUDRenderingFinished().
- Should */
- virtual QImage renderHUD() = 0;
- /** @brief Scope renderer. Must emit signalScopeRenderingFinished(). */
- virtual QImage renderScope() = 0;
- /** @brief 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;
/** 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. */
+ 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;
- ///// Methods /////
+ ///// 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:
+ /** Forces an update of all layers. */
+ void forceUpdate(bool doUpdate = true);
+ void forceUpdateHUD();
+ void forceUpdateScope();
+ void forceUpdateBackground();
+ void slotAutoRefreshToggled(bool);
signals:
- void signalHUDRenderingFinished(uint mseconds);
- void signalScopeRenderingFinished(uint mseconds);
- void signalBackgroundRenderingFinished(uint mseconds);
+ /** 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:
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_threadScope;
QFuture<QImage> m_threadBackground;
+ QImage m_scopeImage;
+
+ QString m_widgetName;
+
bool initialDimensionUpdateDone;
void prodHUDThread();
void prodScopeThread();
void prodBackgroundThread();
+
private slots:
/** @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 slotHUDRenderingFinished(uint mseconds);
- void slotScopeRenderingFinished(uint mseconds);
- void slotBackgroundRenderingFinished(uint mseconds);
+ 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);
};