fractorium/Source/Fractorium/FractoriumEmberController.cpp
mfeemster 66f8f1e50c --User changes
-Draw selection circles around all selected xforms plus the current one.

--Bug fixes
 -Add control key as a modifier to increase the amount a spinbox is changed when using right mouse drag to edit. Previously only observed shift key to decrease the value.
 -Change the copy/paste selected xforms shortcuts to be Ctrl+X+C and Ctrl+X+V.

--Code changes
 -Add function Fractorium::IsXformSelected() to determine if an xform has been selected with the checkboxes.
2016-02-20 18:44:52 -08:00

372 lines
14 KiB
C++

#include "FractoriumPch.h"
#include "FractoriumEmberController.h"
#include "Fractorium.h"
#include "GLEmberController.h"
/// <summary>
/// Constructor which initializes the non-templated members contained in this class.
/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
{
Timing t;
m_Rendering = false;
m_Shared = true;
m_FailedRenders = 0;
m_UndoIndex = 0;
m_LockedScale = 1;
m_RenderType = eRendererType::CPU_RENDERER;
m_OutputTexID = 0;
m_SubBatchCount = 1;//Will be ovewritten by the options on first render.
m_Fractorium = fractorium;
m_Info = OpenCLInfo::Instance();
m_Rand = QTIsaac<ISAAC_SIZE, ISAAC_INT>(ISAAC_INT(t.Tic()), ISAAC_INT(t.Tic() * 2), ISAAC_INT(t.Tic() * 3));//Ensure a different rand seed on each instance.
m_RenderTimer = std::unique_ptr<QTimer>(new QTimer(m_Fractorium));
m_RenderTimer->setInterval(0);
m_Fractorium->connect(m_RenderTimer.get(), SIGNAL(timeout()), SLOT(IdleTimer()));
m_RenderRestartTimer = std::unique_ptr<QTimer>(new QTimer(m_Fractorium));
m_Fractorium->connect(m_RenderRestartTimer.get(), SIGNAL(timeout()), SLOT(StartRenderTimer()));
}
/// <summary>
/// Destructor which stops rendering and deletes the timers.
/// All other memory is cleared automatically through the use of STL.
/// </summary>
FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
{
StopRenderTimer(true);
m_RenderTimer->stop();
m_RenderRestartTimer->stop();
}
/// <summary>
/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
template <typename T>
FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
: FractoriumEmberControllerBase(fractorium),
m_VariationList(VariationList<T>::Instance())
{
bool b = false;
m_PreviewRun = false;
m_PreviewRunning = false;
m_GLController = unique_ptr<GLEmberController<T>>(new GLEmberController<T>(fractorium, fractorium->ui.GLDisplay, this));
m_PreviewRenderer = unique_ptr<EmberNs::Renderer<T, float>>(new EmberNs::Renderer<T, float>());
//Initial combo change event to fill the palette table will be called automatically later.
//Look hard for a palette.
static vector<string> paths =
{
QDir::currentPath().toLocal8Bit().data(),
QDir::homePath().toLocal8Bit().data(),
QCoreApplication::applicationDirPath().toLocal8Bit().data(),
QString("/usr/local/share/fractorium").toLocal8Bit().data(),
QString("/usr/share/fractorium").toLocal8Bit().data()
};
for (auto& path : paths)
{
if (b = InitPaletteList(path))
{
m_SheepTools = unique_ptr<SheepTools<T, float>>(new SheepTools<T, float>(
m_PaletteList.Name(0), new EmberNs::Renderer<T, float>()));
break;
}
}
if (!b)
throw "No palettes found, exiting.";
BackgroundChanged(QColor(0, 0, 0));//Default to black.
ClearUndo();
m_PreviewRenderer->Callback(nullptr);
m_PreviewRenderer->NumChannels(4);
m_PreviewRenderer->EarlyClip(m_Fractorium->m_Settings->EarlyClip());
m_PreviewRenderer->YAxisUp(m_Fractorium->m_Settings->YAxisUp());
m_PreviewRenderer->SetEmber(m_Ember);//Give it an initial ember, will be updated many times later.
//m_PreviewRenderer->ThreadCount(1);//For debugging.
m_PreviewRenderFunc = [&](uint start, uint end)
{
while (m_PreviewRun || m_PreviewRunning)
{
}
m_PreviewRun = true;
m_PreviewRunning = true;
m_PreviewRenderer->ThreadCount(std::max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
auto tree = m_Fractorium->ui.LibraryTree;
if (auto top = tree->topLevelItem(0))
{
for (auto i = start; m_PreviewRun && i < end && i < m_EmberFile.Size(); i++)
{
Ember<T> ember = m_EmberFile.m_Embers[i];
ember.SyncSize();
ember.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, eScaleType::SCALE_WIDTH);
ember.m_TemporalSamples = 1;
ember.m_Quality = 25;
ember.m_Supersample = 1;
m_PreviewRenderer->SetEmber(ember);
if (m_PreviewRenderer->Run(m_PreviewFinalImage) == eRenderStatus::RENDER_OK)
{
if (auto treeItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(int(i))))
{
//It is critical that Qt::BlockingQueuedConnection is passed because this is running on a different thread than the UI.
//This ensures the events are processed in order as each preview is updated, and that control does not return here
//until the update is complete.
QMetaObject::invokeMethod(m_Fractorium, "SetLibraryTreeItemData", Qt::BlockingQueuedConnection,
Q_ARG(EmberTreeWidgetItemBase*, dynamic_cast<EmberTreeWidgetItemBase*>(treeItem)),
Q_ARG(vector<byte>&, m_PreviewFinalImage),
Q_ARG(uint, PREVIEW_SIZE),
Q_ARG(uint, PREVIEW_SIZE));
//treeItem->SetImage(m_PreviewFinalImage, PREVIEW_SIZE, PREVIEW_SIZE);
}
}
}
}
m_PreviewRun = false;
m_PreviewRunning = false;
};
}
/// <summary>
/// Empty destructor that does nothing.
/// </summary>
template <typename T>
FractoriumEmberController<T>::~FractoriumEmberController() { }
/// <summary>
/// Setters for embers, ember files and palettes which convert between float and double types.
/// These are used to preserve the current ember/file when switching between renderers.
/// Note that some precision will be lost when going from double to float.
/// </summary>
template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim) { SetEmberPrivate<float>(ember, verbatim); }
template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile) { m_EmberFile = emberFile; }
template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, std::function<void(Ember<float>& ember)> perEmberOperation)
{
emberFile.m_Filename = m_EmberFile.m_Filename;
CopyVec(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
}
template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
#ifdef DO_DOUBLE
template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim) { SetEmberPrivate<double>(ember, verbatim); }
template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile) { m_EmberFile = emberFile; }
template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, std::function<void(Ember<double>& ember)> perEmberOperation)
{
emberFile.m_Filename = m_EmberFile.m_Filename;
CopyVec(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
}
template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
#endif
template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
template <typename T>
void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
{
ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasW));
ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasH));
}
/// <summary>
/// Set the ember at the specified index from the currently opened file as the current Ember.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
/// <param name="index">The index in the file from which to retrieve the ember</param>
template <typename T>
void FractoriumEmberController<T>::SetEmber(size_t index)
{
if (index < m_EmberFile.Size())
{
if (auto top = m_Fractorium->ui.LibraryTree->topLevelItem(0))
{
for (int i = 0; i < top->childCount(); i++)
{
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(i)))
emberItem->setSelected(i == index);
}
}
ClearUndo();
SetEmber(m_EmberFile.m_Embers[index]);
}
}
/// <summary>
/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
template <typename T>
void FractoriumEmberController<T>::Update(std::function<void (void)> func, bool updateRender, eProcessAction action)
{
func();
if (updateRender)
UpdateRender(action);
}
/// <summary>
/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
/// If no xforms are selected via the checkboxes, and the update type is UPDATE_SELECTED, then the function will be called only on the currently selected xform.
/// If the update type is UPDATE_CURRENT_AND_SELECTED, and the current is not among those selected, then the function will be called on the currently selected xform as well.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
template <typename T>
void FractoriumEmberController<T>::UpdateXform(std::function<void(Xform<T>*)> func, eXformUpdate updateType, bool updateRender, eProcessAction action)
{
int i = 0;
bool isCurrentFinal = m_Ember.IsFinalXform(CurrentXform());
bool doFinal = updateType != eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL && updateType != eXformUpdate::UPDATE_ALL_EXCEPT_FINAL;
switch (updateType)
{
case eXformUpdate::UPDATE_CURRENT:
{
if (auto xform = CurrentXform())
func(xform);
}
break;
case eXformUpdate::UPDATE_CURRENT_AND_SELECTED:
{
bool currentDone = false;
auto current = CurrentXform();
while (auto xform = m_Ember.GetTotalXform(i))
{
if (auto child = m_Fractorium->m_XformsSelectionLayout->itemAt(i))
{
if (auto w = qobject_cast<QCheckBox*>(child->widget()))
{
if (w->isChecked())
{
func(xform);
if (xform == current)
currentDone = true;
}
}
}
i++;
}
if (!currentDone)//Current was not among those selected, so apply to it.
func(current);
}
break;
case eXformUpdate::UPDATE_SELECTED:
case eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL:
{
bool anyUpdated = false;
while (auto xform = (doFinal ? m_Ember.GetTotalXform(i) : m_Ember.GetXform(i)))
{
if (auto child = m_Fractorium->m_XformsSelectionLayout->itemAt(i))
{
if (auto w = qobject_cast<QCheckBox*>(child->widget()))
{
if (w->isChecked())
{
func(xform);
anyUpdated = true;
}
}
}
i++;
}
if (!anyUpdated)//None were selected, so just apply to the current.
if (doFinal || !isCurrentFinal)//If do final, call func regardless. If not, only call if current is not final.
if (auto xform = CurrentXform())
func(xform);
}
break;
case eXformUpdate::UPDATE_ALL:
{
while (auto xform = m_Ember.GetTotalXform(i++))
func(xform);
}
break;
case eXformUpdate::UPDATE_ALL_EXCEPT_FINAL:
default:
{
while (auto xform = m_Ember.GetXform(i++))
func(xform);
}
break;
}
if (updateRender)
UpdateRender(action);
}
/// <summary>
/// Set the current ember, but use GUI values for the fields which make sense to
/// keep the same between ember selection changes.
/// Note the extra template parameter U allows for assigning ember of different types.
/// Resets the rendering process.
/// </summary>
/// <param name="ember">The ember to set as the current</param>
/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
template <typename T>
template <typename U>
void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim)
{
if (ember.m_Name != m_Ember.m_Name)
m_LastSaveCurrent = "";
size_t w = m_Ember.m_FinalRasW;//Cache values for use below.
size_t h = m_Ember.m_FinalRasH;
m_Ember = ember;
if (!verbatim)
{
//m_Ember.SetSizeAndAdjustScale(m_Fractorium->ui.GLDisplay->width(), m_Fractorium->ui.GLDisplay->height(), true, SCALE_WIDTH);
m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
}
static EmberToXml<T> writer;//Save parameters of last full render just in case there is a crash.
string filename = "last.flame";
writer.Save(filename.c_str(), m_Ember, 0, true, false, true);
m_GLController->ResetMouseState();
m_Fractorium->ui.LockAffineCheckBox->setChecked(false);
FillXforms();//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
FillParamTablesAndPalette();
FillSummary();
//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
//This is for when a new ember with the same size was loaded. If it was larger than the scroll area, and was scrolled, re-center it.
if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
m_Fractorium->CenterScrollbars();
}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif