68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* SPDX-License-Identifier: BSD-3-Clause
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*****************************************************************************/
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#ifndef QSK_PAINTED_NODE_H
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#define QSK_PAINTED_NODE_H
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#include "QskGlobal.h"
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#include <qsgnode.h>
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class QQuickWindow;
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class QPainter;
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class QImage;
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class QSK_EXPORT QskPaintedNode : public QSGNode
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{
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public:
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/*
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Raster usually provides a better antialiasing and is less buggy,
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while OpenGL might be faster - depending on the content that has
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to be painted.
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Since Qt 5.10 X11 is back and could be an interesting option
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with good quality and hardware accelerated performance. TODO ...
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OpenGL might be ignored depending on the backend used by the
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application.
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*/
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enum RenderHint
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{
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Raster,
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OpenGL
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};
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QskPaintedNode();
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~QskPaintedNode() override;
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void setRenderHint( RenderHint );
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RenderHint renderHint() const;
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void setMirrored( Qt::Orientations );
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Qt::Orientations mirrored() const;
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QRectF rect() const;
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QSize textureSize() const;
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virtual void paint( QPainter*, const QSize&, const void* nodeData ) = 0;
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protected:
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void update( QQuickWindow*, const QRectF&, const QSizeF&, const void* nodeData );
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// a hash value of '0' always results in repainting
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virtual QskHashValue hash( const void* nodeData ) const = 0;
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private:
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void updateTexture( QQuickWindow*, const QSize&, const void* nodeData );
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QImage createImage( QQuickWindow*, const QSize&, const void* nodeData );
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quint32 createTextureGL( QQuickWindow*, const QSize&, const void* nodeData );
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RenderHint m_renderHint = OpenGL;
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Qt::Orientations m_mirrored;
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QskHashValue m_hash = 0;
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};
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#endif
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