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/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGSOFTWARERENDERABLENODEUPDATER_H
#define QSGSOFTWARERENDERABLENODEUPDATER_H
#include "qsgsoftwarerenderablenode_p.h"
#include "qsgabstractsoftwarerenderer_p.h"
#include <private/qsgadaptationlayer_p.h>
#include <QTransform>
#include <QStack>
#include <QRectF>
QT_BEGIN_NAMESPACE
class QSGSoftwareRenderableNodeUpdater : public QSGNodeVisitorEx
{
public:
QSGSoftwareRenderableNodeUpdater(QSGAbstractSoftwareRenderer *renderer);
virtual ~QSGSoftwareRenderableNodeUpdater();
bool visit(QSGTransformNode *) override;
void endVisit(QSGTransformNode *) override;
bool visit(QSGClipNode *) override;
void endVisit(QSGClipNode *) override;
bool visit(QSGGeometryNode *) override;
void endVisit(QSGGeometryNode *) override;
bool visit(QSGOpacityNode *) override;
void endVisit(QSGOpacityNode *) override;
bool visit(QSGImageNode *) override;
void endVisit(QSGImageNode *) override;
bool visit(QSGPainterNode *) override;
void endVisit(QSGPainterNode *) override;
bool visit(QSGRectangleNode *) override;
void endVisit(QSGRectangleNode *) override;
bool visit(QSGGlyphNode *) override;
void endVisit(QSGGlyphNode *) override;
bool visit(QSGNinePatchNode *) override;
void endVisit(QSGNinePatchNode *) override;
bool visit(QSGRootNode *) override;
void endVisit(QSGRootNode *) override;
void updateNodes(QSGNode *node, bool isNodeRemoved = false);
private:
struct NodeState {
float opacity;
QRectF clip;
QTransform transform;
QSGNode *parent;
};
NodeState currentState(QSGNode *node) const;
template<class NODE>
bool updateRenderableNode(QSGSoftwareRenderableNode::NodeType type, NODE *node);
QSGAbstractSoftwareRenderer *m_renderer;
QStack<float> m_opacityState;
QStack<QRectF> m_clipState;
QStack<QTransform> m_transformState;
QHash<QSGNode*,NodeState> m_stateMap;
};
template<class NODE>
bool QSGSoftwareRenderableNodeUpdater::updateRenderableNode(QSGSoftwareRenderableNode::NodeType type, NODE *node)
{
//Check if we already know about node
auto renderableNode = m_renderer->renderableNode(node);
if (renderableNode == nullptr) {
renderableNode = new QSGSoftwareRenderableNode(type, node);
m_renderer->addNodeMapping(node, renderableNode);
}
//Update the node
renderableNode->setTransform(m_transformState.top());
renderableNode->setOpacity(m_opacityState.top());
renderableNode->setClipRect(m_clipState.top());
renderableNode->update();
m_stateMap[node] = currentState(node);
return true;
}
QT_END_NAMESPACE
#endif // QSGSOFTWARERENDERABLENODEUPDATER_H
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