diff options
Diffstat (limited to 'src/declarative/items/qsgninepatchnode.cpp')
-rw-r--r-- | src/declarative/items/qsgninepatchnode.cpp | 273 |
1 files changed, 273 insertions, 0 deletions
diff --git a/src/declarative/items/qsgninepatchnode.cpp b/src/declarative/items/qsgninepatchnode.cpp new file mode 100644 index 0000000000..7858e98190 --- /dev/null +++ b/src/declarative/items/qsgninepatchnode.cpp @@ -0,0 +1,273 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtDeclarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, 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. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qsgninepatchnode_p.h" +#include <private/qsgadaptationlayer_p.h> +#include <private/qmath_p.h> + +QSGNinePatchNode::QSGNinePatchNode() + : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 0) + , m_horizontalTileMode(QSGBorderImage::Stretch) + , m_verticalTileMode(QSGBorderImage::Stretch) + , m_dirtyGeometry(false) +{ + setOpaqueMaterial(&m_material); + setMaterial(&m_materialO); + setGeometry(&m_geometry); + m_geometry.setDrawingMode(GL_TRIANGLES); +} + +void QSGNinePatchNode::setInnerRect(const QRectF &rect) +{ + if (m_innerRect == rect) + return; + m_innerRect = rect; + m_dirtyGeometry = true; +} + +void QSGNinePatchNode::setRect(const QRectF &rect) +{ + if (m_targetRect == rect) + return; + m_targetRect = rect; + m_dirtyGeometry = true; +} + +void QSGNinePatchNode::setHorzontalTileMode(QSGBorderImage::TileMode mode) +{ + if (mode == QSGBorderImage::TileMode(m_horizontalTileMode)) + return; + m_horizontalTileMode = mode; + m_dirtyGeometry = true; +} + + +void QSGNinePatchNode::setVerticalTileMode(QSGBorderImage::TileMode mode) +{ + if (mode == QSGBorderImage::TileMode(m_verticalTileMode)) + return; + m_verticalTileMode = mode; + m_dirtyGeometry = true; +} + + +void QSGNinePatchNode::setFiltering(QSGTexture::Filtering filtering) +{ + if (m_material.filtering() == filtering) + return; + + m_material.setFiltering(filtering); + m_materialO.setFiltering(filtering); + markDirty(DirtyMaterial); +} + +QSGTexture::Filtering QSGNinePatchNode::filtering() const +{ + return m_material.filtering(); +} + +void QSGNinePatchNode::setTexture(QSGTexture *texture) +{ + if (texture == m_material.texture()) + return; + m_material.setTexture(texture); + m_materialO.setTexture(texture); + markDirty(DirtyMaterial); +} + +QSGTexture *QSGNinePatchNode::texture() const +{ + return m_material.texture(); +} + +void QSGNinePatchNode::update() +{ + if (!m_dirtyGeometry) + return; + + // For stretch this algorithm could be simplified to use less vertices + // as more vertices could be reused then, but I doubt its where our main + // problem will lie. This way, we at least share the algorithm between all + + Q_ASSERT(m_material.texture()); + + float tw = m_material.texture()->textureSize().width(); + float th = m_material.texture()->textureSize().height(); + + float rightBorder = tw - m_innerRect.right(); + float bottomBorder = th - m_innerRect.bottom(); + +// qDebug() << m_innerRect << m_targetRect << m_horizontalTileMode << m_verticalTileMode; + + int xChunkCount = 0; // Number of chunks + float xChunkSize = 0; // Size of chunk in pixels + float xTexSize = m_innerRect.width(); // Size of the texture to stretch/tile + float xSize = m_targetRect.width() - m_innerRect.left() - rightBorder; // Size of area to fill with chunks + + if (m_horizontalTileMode == QSGBorderImage::Repeat) { + xChunkCount = qCeil(xSize / xTexSize); + xChunkSize = xTexSize; + } else if (m_horizontalTileMode == QSGBorderImage::Round) { + xChunkCount = qCeil(xSize / xTexSize); + xChunkSize = xSize / xChunkCount; + } else { + xChunkCount = 1; + xChunkSize = xSize; + } + + int yChunkCount = 0; + float yChunkSize = 0; // Relative to target rect. + float yTexSize = m_innerRect.height(); // Size of the texture to stretch/tile + float ySize = m_targetRect.height() - m_innerRect.top() - bottomBorder; + + if (m_verticalTileMode == QSGBorderImage::Repeat) { + yChunkCount = qCeil(ySize / yTexSize); + yChunkSize = yTexSize; + } else if (m_verticalTileMode == QSGBorderImage::Round) { + yChunkCount = qCeil(ySize / yTexSize); + yChunkSize = ySize / yChunkCount; + } else { + yChunkCount = 1; + yChunkSize = ySize; + } + + int xTotalChunkCount = xChunkCount + 2; + int yTotalChunkCount = yChunkCount + 2; + + int totalChunkCount = xTotalChunkCount * yTotalChunkCount; + int vertexCount = totalChunkCount * 4; + int indexCount = totalChunkCount * 6; + + if (vertexCount != m_geometry.vertexCount() || indexCount != m_geometry.indexCount()) + m_geometry.allocate(vertexCount, indexCount); + + QSGGeometry::TexturedPoint2D *v = m_geometry.vertexDataAsTexturedPoint2D(); + + + // Fill in the vertices.. The loop below is pretty much an exact replica + // of the one inside fillRow. + float yTexChunk1 = 1 - m_innerRect.top() / th; + float yTexChunk2 = 1 - m_innerRect.bottom() / th; + + fillRow(v, 0, 1, xChunkCount, xChunkSize); + fillRow(v, m_innerRect.y(), yTexChunk1, xChunkCount, xChunkSize); + + for (int yc=0; yc<yChunkCount; ++yc) { + float yy = m_innerRect.y() + yChunkSize * yc; + fillRow(v, yy, yTexChunk1, xChunkCount, xChunkSize); + + // Special case the last one + if (yc == yChunkCount - 1) { + float t = m_verticalTileMode == QSGBorderImage::Repeat + ? yTexChunk1 + (yTexChunk2 - yTexChunk1) * (m_targetRect.height() - bottomBorder - yy) / yChunkSize + : yTexChunk2; + fillRow(v, m_targetRect.height() - bottomBorder, t, xChunkCount, xChunkSize); + } else { + fillRow(v, yy + yChunkSize, yTexChunk2, xChunkCount, xChunkSize); + } + } + + fillRow(v, m_targetRect.height() - bottomBorder, yTexChunk2, xChunkCount, xChunkSize); + fillRow(v, m_targetRect.height(), 0, xChunkCount, xChunkSize); + + +// v = m_geometry.vertexDataAsTexturedPoint2D(); +// for (int i=0; i<m_geometry.vertexCount(); ++i) { +// printf("Vertex: %d: (%.3f, %.3f) - (%.3f, %.3f)\n", +// i, +// v->x, v->y, v->tx, v->ty); +// ++v; +// } + + quint16 *i = m_geometry.indexDataAsUShort(); + int row = xTotalChunkCount * 2; + for (int r=0; r<yTotalChunkCount; ++r) { + int offset = r * row * 2; + for (int c=0; c<xTotalChunkCount; ++c) { + *i++ = offset + c * 2; + *i++ = offset + c * 2 + 1; + *i++ = offset + c * 2 + row; + *i++ = offset + c * 2 + 1; + *i++ = offset + c * 2 + row + 1; + *i++ = offset + c * 2 + row; + } + } + +// i = m_geometry.indexDataAsUShort(); +// for (int idx=0; idx<m_geometry.indexCount(); idx+=6) { +// printf("%2d: ", idx / 6); +// for (int s=0; s<6; ++s) +// printf(" %d", i[idx + s]); +// printf("\n"); +// } + + markDirty(QSGNode::DirtyGeometry); +} + +void QSGNinePatchNode::fillRow(QSGGeometry::TexturedPoint2D *&v, float y, float ty, int xChunkCount, float xChunkSize) +{ + float tw = m_material.texture()->textureSize().width(); + float rightBorder = tw - m_innerRect.right(); + float xTexChunk1 = m_innerRect.left() / tw; + float xTexChunk2 = m_innerRect.right() / tw; + + v++->set(0, y, 0, ty); + v++->set(m_innerRect.x(), y, xTexChunk1, ty); + + for (int xc=0; xc<xChunkCount; ++xc) { + float xx = m_innerRect.x() + xChunkSize * xc; + v++->set(xx, y, xTexChunk1, ty); + + // Special case the last one + if (xc == xChunkCount - 1) { + float t = m_horizontalTileMode == QSGBorderImage::Repeat + ? xTexChunk1 + (xTexChunk2 - xTexChunk1) * (m_targetRect.width() - rightBorder - xx) / xChunkSize + : xTexChunk2; + v->set(m_targetRect.width() - rightBorder, y, t, ty); + } else { + v->set(xx + xChunkSize, y, xTexChunk2, ty); + } + ++v; + } + + v++->set(m_targetRect.width() - rightBorder, y, xTexChunk2, ty); + v++->set(m_targetRect.width(), y, 1, ty); +} |