231 lines
5.6 KiB
C++
231 lines
5.6 KiB
C++
/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* SPDX-License-Identifier: BSD-3-Clause
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*****************************************************************************/
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#include "Overlay.h"
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#include "BlurringNode.h"
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#include <private/qquickitem_p.h>
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#include <private/qquickwindow_p.h>
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#include <private/qsgadaptationlayer_p.h>
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#include <private/qquickitemchangelistener_p.h>
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#include <qpointer.h>
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namespace
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{
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class TransformNode final : public QSGTransformNode
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{
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public:
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bool isSubtreeBlocked() const override
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{
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return isBlocked || QSGTransformNode::isSubtreeBlocked();
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}
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bool isBlocked = false;;
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};
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}
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class OverlayPrivate final : public QQuickItemPrivate, public QQuickItemChangeListener
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{
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public:
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QSGTransformNode* createTransformNode() override
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{
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return new TransformNode();
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}
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void itemGeometryChanged( QQuickItem*,
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QQuickGeometryChange change, const QRectF& )
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{
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if ( change.sizeChange() )
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q_func()->update();
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}
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void setCovering( bool on )
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{
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if ( on == covering )
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return;
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if ( grabbedItem )
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{
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auto sd = QQuickItemPrivate::get( grabbedItem );
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sd->refFromEffectItem( on );
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sd->derefFromEffectItem( covering );
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}
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covering = on;
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}
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void setAttached( bool on )
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{
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if ( grabbedItem )
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{
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auto d = QQuickItemPrivate::get( grabbedItem );
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if ( on )
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{
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d->refFromEffectItem( covering );
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d->addItemChangeListener( this, Geometry );
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}
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else
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{
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d->removeItemChangeListener( this, Geometry );
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d->derefFromEffectItem( covering );
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}
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}
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}
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QSGLayer* createTexture()
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{
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auto renderContext = sceneGraphRenderContext();
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auto layer = renderContext->sceneGraphContext()->createLayer( renderContext );
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layer->setMipmapFiltering( QSGTexture::None );
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layer->setHorizontalWrapMode( QSGTexture::ClampToEdge );
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layer->setVerticalWrapMode( QSGTexture::ClampToEdge );
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layer->setFormat( QSGLayer::RGBA8 );
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layer->setHasMipmaps( false );
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layer->setMirrorHorizontal( false );
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layer->setMirrorVertical( true );
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if ( q_func()->window()->format().samples() > 2 )
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{
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/*
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We want to disable multisampling as it doesn't make any sense
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in combination with blurring afterwards. Unfortunately
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QSGLayer uses the samples from the window when setting samples
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below 2 here.
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*/
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layer->setSamples( 2 );
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}
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return layer;
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}
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void updateTexture( QSGLayer* layer )
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{
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Q_Q( Overlay );
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const auto pixelRatio = q->window()->effectiveDevicePixelRatio();
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layer->setLive( true );
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layer->setItem( QQuickItemPrivate::get( grabbedItem )->itemNode() );
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const auto rect = QRectF( q->position(), q->size() );
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layer->setRect( rect );
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QSize textureSize( qCeil( rect.width() ), qCeil( rect.height() ) );
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textureSize *= pixelRatio;
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const QSize minTextureSize = sceneGraphContext()->minimumFBOSize();
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while ( textureSize.width() < minTextureSize.width() )
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textureSize.rwidth() *= 2;
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while ( textureSize.height() < minTextureSize.height() )
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textureSize.rheight() *= 2;
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layer->setDevicePixelRatio( pixelRatio );
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layer->setSize( textureSize );
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layer->setRecursive( false );
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layer->setFiltering( q->smooth() ? QSGTexture::Linear : QSGTexture::Nearest );
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}
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QPointer< QQuickItem > grabbedItem;
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bool covering = false;
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Q_DECLARE_PUBLIC(Overlay)
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};
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Overlay::Overlay( QQuickItem* parent )
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: QQuickItem( *new OverlayPrivate(), parent )
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{
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setFlag( ItemHasContents );
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}
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Overlay::~Overlay()
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{
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d_func()->setAttached( false );
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}
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QQuickItem*Overlay::grabbedItem() const
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{
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return d_func()->grabbedItem;
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}
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void Overlay::setGrabbedItem( QQuickItem* item )
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{
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Q_D( Overlay );
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if ( item == d->grabbedItem )
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return;
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d->setAttached( false );
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d->grabbedItem = item;
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d->setAttached( true );
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update();
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}
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void Overlay::geometryChange(
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const QRectF& newGeometry, const QRectF& oldGeometry )
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{
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Inherited::geometryChange( newGeometry, oldGeometry );
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/*
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When newGeometry covers the grabbedItem completely we could
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set covering to true. TODO ...
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*/
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if ( d_func()->grabbedItem )
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update();
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}
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QSGNode* Overlay::updatePaintNode( QSGNode* oldNode, UpdatePaintNodeData* )
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{
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if ( size().isEmpty() )
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{
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delete oldNode;
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return nullptr;
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}
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Q_D( Overlay );
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auto node = static_cast< BlurringNode* >( oldNode );
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if ( node == nullptr )
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{
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node = new BlurringNode();
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auto layer = d->createTexture();
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node->setTexture( layer );
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connect( layer, &QSGLayer::updateRequested,
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this, &QQuickItem::update );
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}
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auto itemNode = static_cast< TransformNode* >( d->itemNode() );
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if ( !itemNode->isBlocked )
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{
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itemNode->isBlocked = true;
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auto layer = static_cast< QSGLayer* >( node->texture() );
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d->updateTexture( layer );
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layer->updateTexture();
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itemNode->isBlocked = false;
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}
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node->setRect( QRectF( 0, 0, width(), height() ) );
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return node;
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}
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#include "moc_Overlay.cpp"
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