Beispiel #1
0
void QQuickTextNode::addImage(const QRectF &rect, const QImage &image)
{
    QSGRenderContext *sg = QQuickItemPrivate::get(m_ownerElement)->sceneGraphRenderContext();
    QSGImageNode *node = sg->sceneGraphContext()->createImageNode();
    QSGTexture *texture = sg->createTexture(image);
    m_textures.append(texture);
    node->setTargetRect(rect);
    node->setInnerTargetRect(rect);
    node->setTexture(texture);
    appendChildNode(node);
    node->update();
}
Beispiel #2
0
QSGNode *QQuickImage::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    Q_D(QQuickImage);

    QSGTexture *texture = d->sceneGraphRenderContext()->textureForFactory(d->pix.textureFactory(), window());

    // Copy over the current texture state into the texture provider...
    if (d->provider) {
        d->provider->m_smooth = d->smooth;
        d->provider->m_mipmap = d->mipmap;
        d->provider->updateTexture(texture);
    }

    if (!texture || width() <= 0 || height() <= 0) {
        delete oldNode;
        return 0;
    }

    QSGImageNode *node = static_cast<QSGImageNode *>(oldNode);
    if (!node) {
        d->pixmapChanged = true;
        node = d->sceneGraphContext()->createImageNode();
    }

    QRectF targetRect;
    QRectF sourceRect;
    QSGTexture::WrapMode hWrap = QSGTexture::ClampToEdge;
    QSGTexture::WrapMode vWrap = QSGTexture::ClampToEdge;

    qreal pixWidth = (d->fillMode == PreserveAspectFit) ? d->paintedWidth : d->pix.width() / d->devicePixelRatio;
    qreal pixHeight = (d->fillMode == PreserveAspectFit) ? d->paintedHeight :  d->pix.height() / d->devicePixelRatio;

    int xOffset = 0;
    if (d->hAlign == QQuickImage::AlignHCenter)
        xOffset = qCeil((width() - pixWidth) / 2.);
    else if (d->hAlign == QQuickImage::AlignRight)
        xOffset = qCeil(width() - pixWidth);

    int yOffset = 0;
    if (d->vAlign == QQuickImage::AlignVCenter)
        yOffset = qCeil((height() - pixHeight) / 2.);
    else if (d->vAlign == QQuickImage::AlignBottom)
        yOffset = qCeil(height() - pixHeight);

    switch (d->fillMode) {
    default:
    case Stretch:
        targetRect = QRectF(0, 0, width(), height());
        sourceRect = d->pix.rect();
        break;

    case PreserveAspectFit:
        targetRect = QRectF(xOffset, yOffset, d->paintedWidth, d->paintedHeight);
        sourceRect = d->pix.rect();
        break;

    case PreserveAspectCrop: {
        targetRect = QRect(0, 0, width(), height());
        qreal wscale = width() / qreal(d->pix.width());
        qreal hscale = height() / qreal(d->pix.height());

        if (wscale > hscale) {
            int src = (hscale / wscale) * qreal(d->pix.height());
            int y = 0;
            if (d->vAlign == QQuickImage::AlignVCenter)
                y = qCeil((d->pix.height() - src) / 2.);
            else if (d->vAlign == QQuickImage::AlignBottom)
                y = qCeil(d->pix.height() - src);
            sourceRect = QRectF(0, y, d->pix.width(), src);

        } else {
            int src = (wscale / hscale) * qreal(d->pix.width());
            int x = 0;
            if (d->hAlign == QQuickImage::AlignHCenter)
                x = qCeil((d->pix.width() - src) / 2.);
            else if (d->hAlign == QQuickImage::AlignRight)
                x = qCeil(d->pix.width() - src);
            sourceRect = QRectF(x, 0, src, d->pix.height());
        }
        }
        break;

    case Tile:
        targetRect = QRectF(0, 0, width(), height());
        sourceRect = QRectF(-xOffset, -yOffset, width(), height());
        hWrap = QSGTexture::Repeat;
        vWrap = QSGTexture::Repeat;
        break;

    case TileHorizontally:
        targetRect = QRectF(0, 0, width(), height());
        sourceRect = QRectF(-xOffset, 0, width(), d->pix.height());
        hWrap = QSGTexture::Repeat;
        break;

    case TileVertically:
        targetRect = QRectF(0, 0, width(), height());
        sourceRect = QRectF(0, -yOffset, d->pix.width(), height());
        vWrap = QSGTexture::Repeat;
        break;

    case Pad:
        qreal w = qMin(qreal(d->pix.width()), width());
        qreal h = qMin(qreal(d->pix.height()), height());
        qreal x = (d->pix.width() > width()) ? -xOffset : 0;
        qreal y = (d->pix.height() > height()) ? -yOffset : 0;
        targetRect = QRectF(x + xOffset, y + yOffset, w, h);
        sourceRect = QRectF(x, y, w, h);
        break;
    };

    qreal nsWidth = (hWrap == QSGTexture::Repeat) ? d->pix.width() / d->devicePixelRatio : d->pix.width();
    qreal nsHeight = (vWrap == QSGTexture::Repeat) ? d->pix.height() / d->devicePixelRatio : d->pix.height();
    QRectF nsrect(sourceRect.x() / nsWidth,
                  sourceRect.y() / nsHeight,
                  sourceRect.width() / nsWidth,
                  sourceRect.height() / nsHeight);

    if (targetRect.isEmpty()
        || !qIsFinite(targetRect.width()) || !qIsFinite(targetRect.height())
        || nsrect.isEmpty()
        || !qIsFinite(nsrect.width()) || !qIsFinite(nsrect.height())) {
        delete node;
        return 0;
    }

    if (d->pixmapChanged) {
        // force update the texture in the node to trigger reconstruction of
        // geometry and the likes when a atlas segment has changed.
        if (texture->isAtlasTexture() && (hWrap == QSGTexture::Repeat || vWrap == QSGTexture::Repeat || d->mipmap))
            node->setTexture(texture->removedFromAtlas());
        else
            node->setTexture(texture);
        d->pixmapChanged = false;
    }

    node->setMipmapFiltering(d->mipmap ? QSGTexture::Linear : QSGTexture::None);
    node->setHorizontalWrapMode(hWrap);
    node->setVerticalWrapMode(vWrap);
    node->setFiltering(d->smooth ? QSGTexture::Linear : QSGTexture::Nearest);

    node->setTargetRect(targetRect);
    node->setInnerTargetRect(targetRect);
    node->setSubSourceRect(nsrect);
    node->setMirror(d->mirror);
    node->setAntialiasing(d->antialiasing);
    node->update();

    return node;
}