/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of Qt Quick 2d Renderer module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 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; 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