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#include <QtCore/QDebug>
#include <QtCore/QEvent>
#include <QtGui/QPainter>
#include "watch.h"
#include "graphicswatchlet.h"
using namespace sowatch;
GraphicsWatchlet::GraphicsWatchlet(WatchServer* server, const QString& id) :
Watchlet(server, id), _scene(0), _frameTimer(), _damaged()
{
_frameTimer.setSingleShot(true);
connect(&_frameTimer, SIGNAL(timeout()), SLOT(frameTimeout()));
}
GraphicsWatchlet::~GraphicsWatchlet()
{
}
QGraphicsScene* GraphicsWatchlet::scene()
{
return _scene;
}
void GraphicsWatchlet::setScene(QGraphicsScene *scene)
{
if (_scene) {
disconnect(_scene, 0, this, 0);
}
_scene = scene;
if (_scene) {
connect(_scene, SIGNAL(changed(QList<QRectF>)),
this, SLOT(sceneChanged(QList<QRectF>)));
}
}
QRectF GraphicsWatchlet::sceneRect() const
{
if (_scene) {
return _scene->sceneRect();
} else {
return QRectF();
}
}
QRect GraphicsWatchlet::viewportRect() const
{
if (_active) {
const Watch *watch = this->watch();
return QRect(0, 0, watch->width(), watch->height());
} else {
return QRect();
}
}
void GraphicsWatchlet::sceneChanged(const QList<QRectF> &rects)
{
if (_active) {
// Only consider scene updates if the watchlet is active
QRect viewport = viewportRect();
foreach(const QRectF& frect, rects) {
QRect rect = frect.toAlignedRect() & viewport;
_damaged += rect;
}
// Start frame timer if we got new data
if (!_damaged.isEmpty() && !_frameTimer.isActive()) {
_frameTimer.start(frameDelay);
}
}
}
void GraphicsWatchlet::frameTimeout()
{
// Do not draw if watchlet is not active
if (!_active) return;
if (watch()->busy()) {
// Watch is busy, delay this frame.
_frameTimer.start(busyFrameDelay);
return;
}
const QVector<QRect> rects = _damaged.rects();
QPainter p(watch());
foreach(const QRect& r, rects) {
_scene->render(&p, r, r, Qt::IgnoreAspectRatio);
}
_damaged = QRegion();
}
void GraphicsWatchlet::activate()
{
Watchlet::activate();
// We have to assume that the watch has completely forgot about everything
// So assume the entire viewport is damaged
QRect viewport = viewportRect();
_damaged += viewport;
// This will emit sceneChanged and start the frame timer.
_scene->update(viewport);
}
void GraphicsWatchlet::deactivate()
{
// Stop updates
_frameTimer.stop();
_damaged = QRegion();
Watchlet::deactivate();
}
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