/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "filterkey_p.h" #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { FilterKey::FilterKey() : BackendNode() { } FilterKey::~FilterKey() { cleanup(); } void FilterKey::cleanup() { QBackendNode::setEnabled(false); m_name.clear(); m_value.clear(); } void FilterKey::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_name = data.name; m_value = data.value; } void FilterKey::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { switch (e->type()) { case PropertyUpdated: { QPropertyUpdatedChangePtr propertyChange = qSharedPointerCast(e); if (propertyChange->propertyName() == QByteArrayLiteral("value")) m_value = propertyChange->value(); else if (propertyChange->propertyName() == QByteArrayLiteral("name")) m_name = propertyChange->value().toString(); markDirty(AbstractRenderer::AllDirty); } default: break; } BackendNode::sceneChangeEvent(e); } bool FilterKey::operator ==(const FilterKey &other) { if (&other == this) return true; // TODO create a QVaraint::fastCompare function that returns false // if types are not equal. For now, applying // https://codereview.qt-project.org/#/c/204484/ // and adding the following early comparison of the types should give // an equivalent performance gain: return (other.value().type() == value().type() && other.name() == name() && other.value() == value()); } bool FilterKey::operator !=(const FilterKey &other) { return !operator ==(other); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE