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-rw-r--r--examples/quick/scenegraph/customgeometry/beziercurve.cpp168
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diff --git a/examples/quick/scenegraph/customgeometry/beziercurve.cpp b/examples/quick/scenegraph/customgeometry/beziercurve.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the demonstration applications of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "beziercurve.h"
+
+#include <QtQuick/qsgnode.h>
+#include <QtQuick/qsgflatcolormaterial.h>
+
+//! [1]
+BezierCurve::BezierCurve(QQuickItem *parent)
+ : QQuickItem(parent)
+ , m_p1(0, 0)
+ , m_p2(1, 0)
+ , m_p3(0, 1)
+ , m_p4(1, 1)
+ , m_segmentCount(32)
+{
+ setFlag(ItemHasContents, true);
+}
+//! [1]
+
+//! [2]
+BezierCurve::~BezierCurve()
+{
+}
+//! [2]
+
+//! [3]
+void BezierCurve::setP1(const QPointF &p)
+{
+ if (p == m_p1)
+ return;
+
+ m_p1 = p;
+ emit p1Changed(p);
+ update();
+}
+//! [3]
+
+void BezierCurve::setP2(const QPointF &p)
+{
+ if (p == m_p2)
+ return;
+
+ m_p2 = p;
+ emit p2Changed(p);
+ update();
+}
+
+void BezierCurve::setP3(const QPointF &p)
+{
+ if (p == m_p3)
+ return;
+
+ m_p3 = p;
+ emit p3Changed(p);
+ update();
+}
+
+void BezierCurve::setP4(const QPointF &p)
+{
+ if (p == m_p4)
+ return;
+
+ m_p4 = p;
+ emit p4Changed(p);
+ update();
+}
+
+void BezierCurve::setSegmentCount(int count)
+{
+ if (m_segmentCount == count)
+ return;
+
+ m_segmentCount = count;
+ emit segmentCountChanged(count);
+ update();
+}
+
+//! [4]
+QSGNode *BezierCurve::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
+{
+ QSGGeometryNode *node = 0;
+ QSGGeometry *geometry = 0;
+
+ if (!oldNode) {
+ node = new QSGGeometryNode;
+//! [4] //! [5]
+ geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_segmentCount);
+ geometry->setLineWidth(2);
+ geometry->setDrawingMode(GL_LINE_STRIP);
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry);
+//! [5] //! [6]
+ QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
+ material->setColor(QColor(255, 0, 0));
+ node->setMaterial(material);
+ node->setFlag(QSGNode::OwnsMaterial);
+//! [6] //! [7]
+ } else {
+ node = static_cast<QSGGeometryNode *>(oldNode);
+ geometry = node->geometry();
+ geometry->allocate(m_segmentCount);
+ }
+//! [7]
+
+//! [8]
+ QRectF bounds = boundingRect();
+ QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
+ for (int i = 0; i < m_segmentCount; ++i) {
+ qreal t = i / qreal(m_segmentCount - 1);
+ qreal invt = 1 - t;
+
+ QPointF pos = invt * invt * invt * m_p1
+ + 3 * invt * invt * t * m_p2
+ + 3 * invt * t * t * m_p3
+ + t * t * t * m_p4;
+
+ float x = bounds.x() + pos.x() * bounds.width();
+ float y = bounds.y() + pos.y() * bounds.height();
+
+ vertices[i].set(x, y);
+ }
+//! [8]
+
+//! [9]
+ return node;
+}
+//! [9]
+