on a separate thread. The performance is a lot better and "use original timing" is now reasonably accurate.
103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
#ifndef FRAMEPLAYBACKOBJECT_H
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#define FRAMEPLAYBACKOBJECT_H
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#include <QElapsedTimer>
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#include <QTimer>
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#include <QHash>
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#include <QThread>
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#include <QDebug>
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#include "can_structs.h"
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#include "connections/canconmanager.h"
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//one entry in the sequence of data to use
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struct SequenceItem
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{
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QString filename;
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QVector<CANFrame> data;
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QHash<int, bool> idFilters;
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int maxLoops;
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int currentLoopCount;
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};
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/*
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broken out functionality that used to be in frameplaybackwindow. That mixed code for Model/View/Controller into one giant
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class. I wasn't too concerned about that but the problem is that all code within a GUI object runs in GUI context and that
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is most certainly not a feature, especially if you have a multi-core CPU. This object lives in a separate thread from the GUI
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and thus is better scheduled and doesn't block the GUI thread. Really all functionality in this program should be broken into
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a separate thread from GUI if it is prone to running a long time and/or taking up a lot of CPU time (unless it really does
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have to interface with the GUI in some way. All gui touching code must run on its thread).
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*/
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class FramePlaybackObject : public QObject
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{
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Q_OBJECT
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public:
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FramePlaybackObject();
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~FramePlaybackObject();
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public slots:
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/**
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* @brief start the device. This calls piStarted
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* @note starts the working thread if required (piStart is called in the working thread context)
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*/
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void initialize();
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/**
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* @brief stop the device. This calls piStop
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* @note if a working thread is used, piStop is called before exiting the working thread
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*/
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void finalize();
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void startPlaybackForward();
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void startPlaybackBackward();
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void stepPlaybackForward();
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void stepPlaybackBackward();
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void stopPlayback();
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void pausePlayback();
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void setSequenceObject(SequenceItem *item);
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void setUseOriginalTiming(bool state);
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void setSendingBus(int bus);
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void setPlaybackInterval(int interval);
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void setPlaybackBurst(int burst);
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void setNumBuses(int buses);
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signals:
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void EndOfFrameCache(); //we hit the end/beginning of the frame cache (depending on direction of playback)
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void statusUpdate(int frameNum);
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private slots:
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void timerTriggered();
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private:
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QList<CANFrame> sendingBuffer;
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SequenceItem *currentSeqItem;
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int currentPosition;
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QTimer *playbackTimer;
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QElapsedTimer playbackElapsed;
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quint64 playbackLastTimeStamp;
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int playbackInterval;
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int playbackBurst;
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int numBuses;
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int statusCounter;
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bool playbackActive;
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bool playbackForward;
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bool useOrigTiming;
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int whichBusSend;
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QThread* mThread_p;
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quint64 updatePosition(bool forward);
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quint64 peekPosition(bool forward);
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/**
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* @brief starts the device
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*/
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void piStart();
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/**
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* @brief stops the device
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*/
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void piStop();
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};
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#endif // FRAMEPLAYBACKOBJECT_H
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