/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgsoftwarerenderablenodeupdater_p.h" #include "qsgabstractsoftwarerenderer_p.h" #include "qsgsoftwareinternalimagenode_p.h" #include "qsgsoftwareinternalrectanglenode_p.h" #include "qsgsoftwareglyphnode_p.h" #include "qsgsoftwarepublicnodes_p.h" #include "qsgsoftwarepainternode_p.h" #include "qsgsoftwarepixmaptexture_p.h" #include #include #include QT_BEGIN_NAMESPACE QSGSoftwareRenderableNodeUpdater::QSGSoftwareRenderableNodeUpdater(QSGAbstractSoftwareRenderer *renderer) : m_renderer(renderer) { m_opacityState.push(1.0f); // Invalid RectF by default for no clip m_clipState.push(QRegion()); m_hasClip = false; m_transformState.push(QTransform()); } QSGSoftwareRenderableNodeUpdater::~QSGSoftwareRenderableNodeUpdater() { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGTransformNode *node) { m_transformState.push(node->matrix().toTransform() * m_transformState.top()); m_stateMap[node] = currentState(node); return true; } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGTransformNode *) { m_transformState.pop(); } bool QSGSoftwareRenderableNodeUpdater::visit(QSGClipNode *node) { // Make sure to translate the clip rect into world coordinates if (m_clipState.count() == 0 || m_clipState.top().isNull()) { m_clipState.push(m_transformState.top().map(QRegion(node->clipRect().toRect()))); m_hasClip = true; } else { const QRegion transformedClipRect = m_transformState.top().map(QRegion(node->clipRect().toRect())); m_clipState.push(transformedClipRect.intersected(m_clipState.top())); } m_stateMap[node] = currentState(node); return true; } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGClipNode *) { m_clipState.pop(); if (m_clipState.count() == 0 || m_clipState.top().isNull()) m_hasClip = false; } bool QSGSoftwareRenderableNodeUpdater::visit(QSGGeometryNode *node) { if (QSGSimpleRectNode *rectNode = dynamic_cast(node)) { return updateRenderableNode(QSGSoftwareRenderableNode::SimpleRect, rectNode); } else if (QSGSimpleTextureNode *tn = dynamic_cast(node)) { return updateRenderableNode(QSGSoftwareRenderableNode::SimpleTexture, tn); } else if (QSGNinePatchNode *nn = dynamic_cast(node)) { return updateRenderableNode(QSGSoftwareRenderableNode::NinePatch, nn); } else if (QSGRectangleNode *rn = dynamic_cast(node)) { return updateRenderableNode(QSGSoftwareRenderableNode::SimpleRectangle, rn); } else if (QSGImageNode *n = dynamic_cast(node)) { return updateRenderableNode(QSGSoftwareRenderableNode::SimpleImage, n); } else { // We dont know, so skip return false; } } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGGeometryNode *) { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGOpacityNode *node) { m_opacityState.push(m_opacityState.top() * node->opacity()); m_stateMap[node] = currentState(node); return true; } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGOpacityNode *) { m_opacityState.pop(); } bool QSGSoftwareRenderableNodeUpdater::visit(QSGInternalImageNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::Image, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGInternalImageNode *) { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGPainterNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::Painter, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGPainterNode *) { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGInternalRectangleNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::Rectangle, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGInternalRectangleNode *) { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGGlyphNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::Glyph, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGGlyphNode *) { } bool QSGSoftwareRenderableNodeUpdater::visit(QSGRootNode *node) { m_stateMap[node] = currentState(node); return true; } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGRootNode *) { } #if QT_CONFIG(quick_sprite) bool QSGSoftwareRenderableNodeUpdater::visit(QSGSpriteNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::SpriteNode, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGSpriteNode *) { } #endif bool QSGSoftwareRenderableNodeUpdater::visit(QSGRenderNode *node) { return updateRenderableNode(QSGSoftwareRenderableNode::RenderNode, node); } void QSGSoftwareRenderableNodeUpdater::endVisit(QSGRenderNode *) { } void QSGSoftwareRenderableNodeUpdater::updateNodes(QSGNode *node, bool isNodeRemoved) { m_opacityState.clear(); m_clipState.clear(); m_transformState.clear(); auto parentNode = node->parent(); // If the node was deleted, it will have no parent // check if the state map has the previous parent if ((!parentNode || isNodeRemoved ) && m_stateMap.contains(node)) parentNode = m_stateMap[node].parent; // If we find a parent, use its state for updating the new children if (parentNode && m_stateMap.contains(parentNode)) { auto state = m_stateMap[parentNode]; m_opacityState.push(state.opacity); m_transformState.push(state.transform); m_clipState.push(state.clip); m_hasClip = state.hasClip; } else { // There is no parent, and no previous parent, so likely a root node m_opacityState.push(1.0f); m_transformState.push(QTransform()); m_clipState.push(QRegion()); m_hasClip = false; } // If the node is being removed, then cleanup the state data // Then just visit the children without visiting the now removed node if (isNodeRemoved) { m_stateMap.remove(node); return; } // Visit the current node itself first switch (node->type()) { case QSGNode::ClipNodeType: { QSGClipNode *c = static_cast(node); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::TransformNodeType: { QSGTransformNode *c = static_cast(node); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::OpacityNodeType: { QSGOpacityNode *c = static_cast(node); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::GeometryNodeType: { if (node->flags() & QSGNode::IsVisitableNode) { QSGVisitableNode *v = static_cast(node); v->accept(this); } else { QSGGeometryNode *c = static_cast(node); if (visit(c)) visitChildren(c); endVisit(c); } break; } case QSGNode::RootNodeType: { QSGRootNode *root = static_cast(node); if (visit(root)) visitChildren(root); endVisit(root); break; } case QSGNode::BasicNodeType: { visitChildren(node); break; } case QSGNode::RenderNodeType: { QSGRenderNode *r = static_cast(node); if (visit(r)) visitChildren(r); endVisit(r); break; } default: Q_UNREACHABLE(); break; } } QSGSoftwareRenderableNodeUpdater::NodeState QSGSoftwareRenderableNodeUpdater::currentState(QSGNode *node) const { NodeState state; state.opacity = m_opacityState.top(); state.clip = m_clipState.top(); state.hasClip = m_hasClip; state.transform = m_transformState.top(); state.parent = node->parent(); return state; } QT_END_NAMESPACE