Refactor the use of multiple threads for streams

This commit is contained in:
jfmcarreira committed 2021-09-12 23:43:11 +01:00
1 parent 9a63a57458
commit de80c85596
8 files changed
+139 -91

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+9 -2
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@@ -438,7 +438,7 @@ void VideoHandle::closeSubWindow( SubWindowAbstract* subWindow )
if( m_acPlayingSubWindows.contains( videoSubWindow ) )
{
int pos = m_acPlayingSubWindows.indexOf( videoSubWindow );
m_acPlayingSubWindows.at( pos )->stop();
// m_acPlayingSubWindows.at( pos )->stop();
m_acPlayingSubWindows.remove( pos );
if( m_acPlayingSubWindows.size() < 2 )
{
@@ -675,8 +675,10 @@ void VideoHandle::calculateRealFrameRate()
void VideoHandle::playEvent()
{
auto start = std::chrono::steady_clock::now();
// This value should only be true if it is really needed to refresh the UI after this play event
// Lets assum the current window is not playing. Nothing changes in the UI expect the playing windows
// Lets assume the current window is not playing. Nothing changes in the UI expect the playing windows
// So no changed is emmited
bool bShouldRefreshUI = false;
calculateRealFrameRate();
@@ -719,6 +721,11 @@ void VideoHandle::playEvent()
}
if( bShouldRefreshUI )
emit changed();
// auto end = std::chrono::steady_clock::now();
// std::cout << "Elapsed time going to next frame: "
// << std::chrono::duration_cast<std::chrono::milliseconds>( end - start ).count()
// << " ms" << std::endl;
}
void VideoHandle::seekEvent( int direction )