/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.digia.com ** ** This file is part of the Qt SceneGraph Raster Add-on. ** ** $QT_BEGIN_LICENSE$ ** Licensees holding valid Qt Commercial licenses may use this file in ** accordance with the Qt Commercial License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** contact form at http://qt.digia.com ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef SOFTWARELAYER_H #define SOFTWARELAYER_H #include #include namespace SoftwareContext { class PixmapRenderer; } class SoftwareLayer : public QSGLayer { Q_OBJECT public: SoftwareLayer(QSGRenderContext *renderContext); ~SoftwareLayer(); const QPixmap &pixmap() const { return m_pixmap; } // QSGTexture interface public: virtual int textureId() const; virtual QSize textureSize() const; virtual bool hasAlphaChannel() const; virtual bool hasMipmaps() const; virtual void bind(); // QSGDynamicTexture interface public: virtual bool updateTexture(); // QSGLayer interface public: virtual void setItem(QSGNode *item); virtual void setShaderSourceNode(QSGNode *node); virtual void setRect(const QRectF &rect); virtual void setSize(const QSize &size); virtual void scheduleUpdate(); virtual QImage toImage() const; virtual void setLive(bool live); virtual void setRecursive(bool recursive); virtual void setFormat(GLenum); virtual void setHasMipmaps(bool); virtual void setDevicePixelRatio(qreal ratio); public slots: virtual void markDirtyTexture(); virtual void invalidated(); private: void grab(); QSGNode *m_item; QSGNode *m_shaderSourceNode; QSGRenderContext *m_context; SoftwareContext::PixmapRenderer *m_renderer; QRectF m_rect; QSize m_size; QPixmap m_pixmap; qreal m_device_pixel_ratio; bool m_live; bool m_grab; bool m_recursive; bool m_dirtyTexture; }; #endif // SOFTWARELAYER_H