update
This commit is contained in:
103
matrix/include/threaded-canvas-manipulator.h
Normal file
103
matrix/include/threaded-canvas-manipulator.h
Normal file
@@ -0,0 +1,103 @@
|
||||
// -*- mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; -*-
|
||||
// Copyright (C) 2014 Henner Zeller <h.zeller@acm.org>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation version 2.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <http://gnu.org/licenses/gpl-2.0.txt>
|
||||
|
||||
// Utility base class for continuously updating the canvas.
|
||||
|
||||
// Note: considering removing this, as real applications likely have something
|
||||
// similar, but this might not be quite usable.
|
||||
// Since it is just a few lines of code, it is probably better
|
||||
// implemented in the application for readability.
|
||||
//
|
||||
// So for simplicity of the API, consider ThreadedCanvasManipulator deprecated.
|
||||
|
||||
#ifndef RPI_THREADED_CANVAS_MANIPULATOR_H
|
||||
#define RPI_THREADED_CANVAS_MANIPULATOR_H
|
||||
|
||||
#include "thread.h"
|
||||
#include "canvas.h"
|
||||
|
||||
namespace rgb_matrix {
|
||||
//
|
||||
// Typically, your programs will crate a canvas and then updating the image
|
||||
// in a loop. If you want to do stuff in parallel, then this utility class
|
||||
// helps you doing that. Also a demo for how to use the Thread class.
|
||||
//
|
||||
// Extend it, then just implement Run(). Example:
|
||||
/*
|
||||
class MyCrazyDemo : public ThreadedCanvasManipulator {
|
||||
public:
|
||||
MyCrazyDemo(Canvas *canvas) : ThreadedCanvasManipulator(canvas) {}
|
||||
virtual void Run() {
|
||||
unsigned char c;
|
||||
while (running()) {
|
||||
// Calculate the next frame.
|
||||
c++;
|
||||
for (int x = 0; x < canvas()->width(); ++x) {
|
||||
for (int y = 0; y < canvas()->height(); ++y) {
|
||||
canvas()->SetPixel(x, y, c, c, c);
|
||||
}
|
||||
}
|
||||
usleep(15 * 1000);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Later, in your main method.
|
||||
RGBMatrix *matrix = RGBMatrix::CreateFromOptions(...);
|
||||
MyCrazyDemo *demo = new MyCrazyDemo(matrix);
|
||||
demo->Start(); // Start doing things.
|
||||
// This now runs in the background, you can do other things here,
|
||||
// e.g. aquiring new data or simply wait. But for waiting, you wouldn't
|
||||
// need a thread in the first place.
|
||||
demo->Stop();
|
||||
delete demo;
|
||||
*/
|
||||
class ThreadedCanvasManipulator : public Thread {
|
||||
public:
|
||||
ThreadedCanvasManipulator(Canvas *m) : running_(false), canvas_(m) {}
|
||||
virtual ~ThreadedCanvasManipulator() { Stop(); }
|
||||
|
||||
virtual void Start(int realtime_priority=0, uint32_t affinity_mask=0) {
|
||||
{
|
||||
MutexLock l(&mutex_);
|
||||
running_ = true;
|
||||
}
|
||||
Thread::Start(realtime_priority, affinity_mask);
|
||||
}
|
||||
|
||||
// Stop the thread at the next possible time Run() checks the running_ flag.
|
||||
void Stop() {
|
||||
MutexLock l(&mutex_);
|
||||
running_ = false;
|
||||
}
|
||||
|
||||
// Implement this and run while running() returns true.
|
||||
virtual void Run() = 0;
|
||||
|
||||
protected:
|
||||
inline Canvas *canvas() { return canvas_; }
|
||||
inline bool running() {
|
||||
MutexLock l(&mutex_);
|
||||
return running_;
|
||||
}
|
||||
|
||||
private:
|
||||
Mutex mutex_;
|
||||
bool running_;
|
||||
Canvas *const canvas_;
|
||||
};
|
||||
} // namespace rgb_matrix
|
||||
|
||||
#endif // RPI_THREADED_CANVAS_MANIPULATOR_H
|
||||
Reference in New Issue
Block a user