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-rw-r--r--src/declarative/items/qsgninepatchnode.cpp273
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diff --git a/src/declarative/items/qsgninepatchnode.cpp b/src/declarative/items/qsgninepatchnode.cpp
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+/****************************************************************************
+**
+** 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);
+}