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gaugenode.cpp
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gaugenode.cpp
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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "gaugenode.h"
#include <QtQuick/qsgnode.h>
#include <QtQuick/qsgflatcolormaterial.h>
#include <QtMath>
#define EXTRAVERTICES 3
GaugeNode::GaugeNode(const int &numVertices, const QColor &color = QColor(255, 0, 0),
const bool &doNotFill = false)
: QSGGeometryNode()
//Could be optimized more. If only geometry update used we do not need to map textured points.
//, m_geometry(QSGGeometry::defaultAttributes_Point2D(), numVertices+EXTRAVERTICES)
, m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), numVertices+EXTRAVERTICES)
, m_material(nullptr)
, m_numVertices(numVertices)
, m_doNotFill(doNotFill)
, m_color(color)
, m_cutRad(0.0)
, m_updateGeometry(true)
, m_lefttoright(true)
, m_dirtyBits(0)
{
initGeometry();
}
GaugeNode::~GaugeNode()
{
if (m_material)
delete m_material;
}
void GaugeNode::setColor(const QColor &color)
{
if (m_color == color)
return;
m_color = color;
m_dirtyBits |= QSGNode::DirtyMaterial;
}
void GaugeNode::setCutRad(const float &cutRad)
{
if (m_cutRad == cutRad)
return;
m_cutRad = cutRad;
if (!m_updateGeometry)
m_dirtyBits |= QSGNode::DirtyMaterial;
}
void GaugeNode::setDoNotFill(const bool &doNotFill)
{
if (m_doNotFill == doNotFill)
return;
m_doNotFill = doNotFill;
if (m_doNotFill)
m_geometry.setDrawingMode(GL_LINE_STRIP);
else
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setBackCutRad(const double &backCutRad)
{
if (backCutRad == m_backCutRad)
return;
m_backCutRad = backCutRad;
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setRadius(const double &radius)
{
if (m_radius == radius)
return;
m_radius = radius;
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setArcDistPerVert(const double &dist)
{
if (dist == m_arc_dist_per_vertices)
return;
m_arc_dist_per_vertices = dist;
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setNumVertices(const int &numVertices)
{
if (numVertices == m_numVertices)
return;
m_numVertices = numVertices;
m_geometry.allocate(m_numVertices + 3);
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setFillWidth(const double &fillWidth)
{
if (m_fillWidth == fillWidth)
return;
m_fillWidth = fillWidth;
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setBoundingRect(const QRectF &rect)
{
if (rect.width() == m_width && rect.height() == m_height)
return;
m_height = rect.height();
m_width = rect.width();
setCenterPoint(rect.center());
m_dirtyBits |= QSGNode::DirtyGeometry;
}
void GaugeNode::setCenterPoint(const QPointF ¢er)
{
m_center_x = center.x();
m_center_y = center.y();
}
void GaugeNode::setUpdateGeometry(const bool &updateGeometry)
{
if (m_updateGeometry == updateGeometry)
return;
m_updateGeometry = updateGeometry;
if (m_material)
delete m_material;
if (m_updateGeometry) {
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
m_material = static_cast<QSGMaterial *>(material);
material->setColor(m_color);
setMaterial(m_material);
} else {
QSGSimpleMaterial<GaugeState> *material = GaugeShader::createMaterial();
m_material = static_cast<QSGMaterial *>(material);
material->state()->color = m_color;
material->state()->cutRad = m_cutRad;
material->state()->leftToRight = m_lefttoright;
material->setFlag(QSGMaterial::Blending);
setMaterial(m_material);
}
m_dirtyBits |= QSGNode::DirtyMaterial;
}
void GaugeNode::setLeftToRight(const bool <r)
{
if (m_lefttoright == ltr)
return;
m_lefttoright = ltr;
m_dirtyBits |= QSGNode::DirtyMaterial;
}
void GaugeNode::drawGeometryTexturePoint2D()
{
QSGGeometry::TexturedPoint2D *vertices = m_geometry.vertexDataAsTexturedPoint2D();
double current_angle_rad = 0.0;
double currentRadius = m_radius;
double d_arc_point_x = m_center_x + (currentRadius - m_fillWidth) * cos(m_backCutRad);
double d_arc_point_y = m_center_y + (currentRadius - m_fillWidth) * sin(m_backCutRad);
vertices[0].set(d_arc_point_x, d_arc_point_y,
d_arc_point_x / m_width, d_arc_point_y / m_height);
d_arc_point_x = m_center_x + currentRadius * cos(m_backCutRad);
d_arc_point_y = m_center_y + currentRadius * sin(m_backCutRad);
vertices[1].set(d_arc_point_x, d_arc_point_y,
d_arc_point_x / m_width, d_arc_point_y / m_height);
d_arc_point_x = 0;
d_arc_point_y = 0;
for (int i = 0; i < m_numVertices; ++i) {
current_angle_rad = m_backCutRad + i * m_arc_dist_per_vertices + m_arc_dist_per_vertices;
if (i % 2 == 0)
currentRadius -= m_fillWidth;
else
currentRadius += m_fillWidth;
d_arc_point_x = m_center_x + currentRadius * cos(current_angle_rad);
d_arc_point_y = m_center_y + currentRadius * sin(current_angle_rad);
vertices[i + 2].set(d_arc_point_x, d_arc_point_y,
d_arc_point_x / m_width, d_arc_point_y / m_height);
}
d_arc_point_x = m_center_x + (currentRadius - m_fillWidth) * cos(current_angle_rad);
d_arc_point_y = m_center_y + (currentRadius - m_fillWidth) * sin(current_angle_rad);
vertices[m_numVertices + 2].set(d_arc_point_x, d_arc_point_y,
d_arc_point_x / m_width, d_arc_point_y / m_height);
}
void GaugeNode::drawMaterial()
{
if (m_updateGeometry) {
static_cast<QSGFlatColorMaterial *>(m_material)->setColor(m_color);
} else {
GaugeState *s = static_cast<QSGSimpleMaterial<GaugeState> *>(m_material)->state();
s->color = m_color;
s->cutRad = m_cutRad;
s->leftToRight = m_lefttoright;
}
}
void GaugeNode::draw()
{
if (m_dirtyBits == 0)
return;
if (m_dirtyBits.testFlag(QSGNode::DirtyGeometry))
drawGeometryTexturePoint2D();
if (m_dirtyBits.testFlag(QSGNode::DirtyMaterial))
drawMaterial();
markDirty(m_dirtyBits);
m_dirtyBits = 0;
}
//Could be used to optimize vertices if only geometry is changed
void GaugeNode::drawGeometry()
{
QSGGeometry::Point2D *vertices = m_geometry.vertexDataAsPoint2D();
double d_arc_point_x = 0.0;
double d_arc_point_y = 0.0;
double current_angle_rad = 0.0;
double currentRadius = m_radius;
vertices[0].set(m_center_x + (currentRadius - m_fillWidth) * cos(m_backCutRad), m_center_y
+ (currentRadius - m_fillWidth) * sin(m_backCutRad));
vertices[1].set(m_center_x + currentRadius * cos(m_backCutRad), m_center_y
+ currentRadius * sin(m_backCutRad));
for (int i = 0; i < m_numVertices; ++i) {
current_angle_rad = m_backCutRad + i * m_arc_dist_per_vertices + m_arc_dist_per_vertices;
if (i % 2 == 0)
currentRadius -= m_fillWidth;
else
currentRadius += m_fillWidth;
d_arc_point_x = m_center_x + currentRadius * cos(current_angle_rad);
d_arc_point_y = m_center_y + currentRadius * sin(current_angle_rad);
vertices[i + 2].set(d_arc_point_x, d_arc_point_y);
}
vertices[m_numVertices + 2].set(m_center_x + (currentRadius - m_fillWidth)
* cos(current_angle_rad), m_center_y
+ (currentRadius - m_fillWidth) * sin(current_angle_rad));
markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
}
void GaugeNode::initGeometry()
{
m_geometry.setLineWidth(1);
if (m_doNotFill)
m_geometry.setDrawingMode(GL_LINE_STRIP);
else
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
setGeometry(&m_geometry);
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
material->setColor(m_color);
m_material = static_cast<QSGMaterial *>(material);
setMaterial(m_material);
}