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104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
// -*- mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; -*-
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// Copyright (C) 2014 Henner Zeller <h.zeller@acm.org>
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation version 2.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://gnu.org/licenses/gpl-2.0.txt>
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// Utility base class for continuously updating the canvas.
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// Note: considering removing this, as real applications likely have something
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// similar, but this might not be quite usable.
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// Since it is just a few lines of code, it is probably better
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// implemented in the application for readability.
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//
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// So for simplicity of the API, consider ThreadedCanvasManipulator deprecated.
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#ifndef RPI_THREADED_CANVAS_MANIPULATOR_H
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#define RPI_THREADED_CANVAS_MANIPULATOR_H
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#include "thread.h"
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#include "canvas.h"
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namespace rgb_matrix {
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//
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// Typically, your programs will crate a canvas and then updating the image
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// in a loop. If you want to do stuff in parallel, then this utility class
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// helps you doing that. Also a demo for how to use the Thread class.
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//
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// Extend it, then just implement Run(). Example:
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/*
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class MyCrazyDemo : public ThreadedCanvasManipulator {
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public:
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MyCrazyDemo(Canvas *canvas) : ThreadedCanvasManipulator(canvas) {}
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virtual void Run() {
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unsigned char c;
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while (running()) {
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// Calculate the next frame.
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c++;
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for (int x = 0; x < canvas()->width(); ++x) {
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for (int y = 0; y < canvas()->height(); ++y) {
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canvas()->SetPixel(x, y, c, c, c);
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}
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}
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usleep(15 * 1000);
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}
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}
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};
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// Later, in your main method.
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RGBMatrix *matrix = RGBMatrix::CreateFromOptions(...);
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MyCrazyDemo *demo = new MyCrazyDemo(matrix);
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demo->Start(); // Start doing things.
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// This now runs in the background, you can do other things here,
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// e.g. aquiring new data or simply wait. But for waiting, you wouldn't
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// need a thread in the first place.
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demo->Stop();
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delete demo;
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*/
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class ThreadedCanvasManipulator : public Thread {
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public:
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ThreadedCanvasManipulator(Canvas *m) : running_(false), canvas_(m) {}
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virtual ~ThreadedCanvasManipulator() { Stop(); }
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virtual void Start(int realtime_priority=0, uint32_t affinity_mask=0) {
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{
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MutexLock l(&mutex_);
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running_ = true;
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}
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Thread::Start(realtime_priority, affinity_mask);
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}
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// Stop the thread at the next possible time Run() checks the running_ flag.
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void Stop() {
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MutexLock l(&mutex_);
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running_ = false;
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}
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// Implement this and run while running() returns true.
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virtual void Run() = 0;
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protected:
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inline Canvas *canvas() { return canvas_; }
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inline bool running() {
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MutexLock l(&mutex_);
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return running_;
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}
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private:
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Mutex mutex_;
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bool running_;
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Canvas *const canvas_;
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};
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} // namespace rgb_matrix
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#endif // RPI_THREADED_CANVAS_MANIPULATOR_H
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