![Peter Hartmann](/assets/img/avatar_default.png)
* Add IOT dashboard example * Add images * more content * add pie chart * Add skin factories etc. * more work on the pie chart * Try to use quick shapes * Revert "Try to use quick shapes" This reverts commit df6b5b22a339173d2a70ed85744b598811c26b30. Doesn't work that easily unfortunately. * implement design * Add fonts; for now as a resource We should use fontconfig of course later * improve menu bar * implement top bar * use QNanoPainter for circular graphs * Revert "use QNanoPainter for circular graphs" This reverts commit ba0263cb1c19462cc41063ec7087c95e176c8293. Try with QQuickPaintedItem instead for now. * use painted items for circular bar graphs (for now) * use different colors * use some gradients all of this is very hackish still * add to top bar * fix fonts and time display * implement usage * implement indoor temperature * implement Humidity * implement My Devices * fix opacity issue with devices * make icons quadratic with some quick fixes as usual * Add diagram * try to smooth out curves * Add diagram caption * use tiny font * make caption smaller * add wekdays * add grid lines * fix my devices * add light intensity * add box around each section * rename Card to Box * Put indoor temperature inside a box * put Humidity in a box * put the rest in a box * some small stuff * add kirigami code * something works somehow * maybe we don't need our own class still some work to do, but the main thing works * add shadow from outside ... because the class is not a QskControl * fine-tune the layout * cross compilation: Make sure examples find libraries at link time * fix compilation for embedded target * add night time skin * add new button class to better style it * more hints for the night time skin * change hints for dimmer * change hints for progress bars * Use animator for light dimmer * use animator for progress bars * Add Kirigami code It was on oversight that this was forgotten earlier. We could of course strip this down a lot to the part that we are actually using (i.e. the shadowed rectangle). * fix build with new QSkinny version * fix paddings, something in the API changed * fix stretch factors * fix build with new version * clang tidy fixes * fix unused parameter warnings should clean this up properly * beautify example * use astyle * style menu bar properly * fix warning * more size hints * refactor skins * more skin hints * graphic label skin hints * menu item states instead of own API * main grid box styling * top bar styling * fix build * style round progress bars * style time * style indoor temperature and humidity * simplify temperature and humidity * style some more * style My Devices section * style My Devices some more * fix styles when switching between them * style diagram * style more elements inside diagram * more diagram style * fix skin changes * style light intensity * Fix Humidity * fix light intensity layout and other stuff * style light intensity * style button value label * style round button * style button boxes some more * style menu bar top label * style menu bar icons * remove ShadowBox, it is not used * style shadow boxes * remove QskShadowedRectangle We are not using it * style usage spacer * fine tune * Refactor diagram before replacing it * Add Diagram drawn with OpenGL * use new Diagram class * Support more than one data point in a diagram * change data points and colors a bit * position caption box * adapt the spline to show nice curves * remove boost::math dependency We just hardcode the values here so we can get rid of the dependency. * Remove kirigami code that we don't need We only need the shadow * move kirigami code * rename header guards * add license headers * rename some classes
115 lines
3.8 KiB
C++
115 lines
3.8 KiB
C++
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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#include "shadowedrectanglematerial.h"
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#include <QOpenGLContext>
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QSGMaterialType ShadowedRectangleMaterial::staticType;
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ShadowedRectangleMaterial::ShadowedRectangleMaterial()
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{
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setFlag(QSGMaterial::Blending, true);
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}
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QSGMaterialShader* ShadowedRectangleMaterial::createShader() const
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{
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return new ShadowedRectangleShader{shaderType};
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}
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QSGMaterialType* ShadowedRectangleMaterial::type() const
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{
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return &staticType;
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}
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int ShadowedRectangleMaterial::compare(const QSGMaterial *other) const
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{
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auto material = static_cast<const ShadowedRectangleMaterial *>(other);
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if (material->color == color
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&& material->shadowColor == shadowColor
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&& material->offset == offset
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&& material->aspect == aspect
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&& qFuzzyCompare(material->size, size)
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&& qFuzzyCompare(material->radius, radius)) {
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return 0;
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}
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return QSGMaterial::compare(other);
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}
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ShadowedRectangleShader::ShadowedRectangleShader(ShadowedRectangleMaterial::ShaderType shaderType)
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{
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setShader(shaderType, QStringLiteral("shadowedrectangle"));
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}
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const char *const * ShadowedRectangleShader::attributeNames() const
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{
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static char const *const names[] = {"in_vertex", "in_uv", nullptr};
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return names;
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}
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void ShadowedRectangleShader::initialize()
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{
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QSGMaterialShader::initialize();
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m_matrixLocation = program()->uniformLocation("matrix");
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m_aspectLocation = program()->uniformLocation("aspect");
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m_opacityLocation = program()->uniformLocation("opacity");
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m_sizeLocation = program()->uniformLocation("size");
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m_radiusLocation = program()->uniformLocation("radius");
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m_colorLocation = program()->uniformLocation("color");
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m_shadowColorLocation = program()->uniformLocation("shadowColor");
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m_offsetLocation = program()->uniformLocation("offset");
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}
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void ShadowedRectangleShader::updateState(const QSGMaterialShader::RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial)
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{
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auto p = program();
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if (state.isMatrixDirty()) {
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p->setUniformValue(m_matrixLocation, state.combinedMatrix());
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}
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if (state.isOpacityDirty()) {
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p->setUniformValue(m_opacityLocation, state.opacity());
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}
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if (!oldMaterial || newMaterial->compare(oldMaterial) != 0 || state.isCachedMaterialDataDirty()) {
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auto material = static_cast<ShadowedRectangleMaterial *>(newMaterial);
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p->setUniformValue(m_aspectLocation, material->aspect);
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p->setUniformValue(m_sizeLocation, material->size);
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p->setUniformValue(m_radiusLocation, material->radius);
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p->setUniformValue(m_colorLocation, material->color);
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p->setUniformValue(m_shadowColorLocation, material->shadowColor);
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p->setUniformValue(m_offsetLocation, material->offset);
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}
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}
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void ShadowedRectangleShader::setShader(ShadowedRectangleMaterial::ShaderType shaderType, const QString& shader)
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{
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auto header = QOpenGLContext::currentContext()->isOpenGLES() ? QStringLiteral("header_es.glsl") : QStringLiteral("header_desktop.glsl");
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auto shaderRoot = QStringLiteral(":/org/kde/kirigami/shaders/");
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setShaderSourceFiles(QOpenGLShader::Vertex, {
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shaderRoot + header,
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shaderRoot + QStringLiteral("shadowedrectangle.vert")
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});
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QString shaderFile = shader + QStringLiteral(".frag");
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auto sdfFile = QStringLiteral("sdf.glsl");
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if (shaderType == ShadowedRectangleMaterial::ShaderType::LowPower) {
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shaderFile = shader + QStringLiteral("_lowpower.frag");
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sdfFile = QStringLiteral("sdf_lowpower.glsl");
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}
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setShaderSourceFiles(QOpenGLShader::Fragment, {
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shaderRoot + header,
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shaderRoot + sdfFile,
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shaderRoot + shaderFile
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});
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}
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