qskinny/examples/iot-dashboard/kirigami/scenegraph/shadowedrectanglematerial.cpp
Peter Hartmann c199a3bb59
Add IOT dashboard example (#116)
* 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
2021-04-26 06:22:35 +02:00

115 lines
3.8 KiB
C++

/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* SPDX-License-Identifier: LGPL-2.0-or-later
*/
#include "shadowedrectanglematerial.h"
#include <QOpenGLContext>
QSGMaterialType ShadowedRectangleMaterial::staticType;
ShadowedRectangleMaterial::ShadowedRectangleMaterial()
{
setFlag(QSGMaterial::Blending, true);
}
QSGMaterialShader* ShadowedRectangleMaterial::createShader() const
{
return new ShadowedRectangleShader{shaderType};
}
QSGMaterialType* ShadowedRectangleMaterial::type() const
{
return &staticType;
}
int ShadowedRectangleMaterial::compare(const QSGMaterial *other) const
{
auto material = static_cast<const ShadowedRectangleMaterial *>(other);
if (material->color == color
&& material->shadowColor == shadowColor
&& material->offset == offset
&& material->aspect == aspect
&& qFuzzyCompare(material->size, size)
&& qFuzzyCompare(material->radius, radius)) {
return 0;
}
return QSGMaterial::compare(other);
}
ShadowedRectangleShader::ShadowedRectangleShader(ShadowedRectangleMaterial::ShaderType shaderType)
{
setShader(shaderType, QStringLiteral("shadowedrectangle"));
}
const char *const * ShadowedRectangleShader::attributeNames() const
{
static char const *const names[] = {"in_vertex", "in_uv", nullptr};
return names;
}
void ShadowedRectangleShader::initialize()
{
QSGMaterialShader::initialize();
m_matrixLocation = program()->uniformLocation("matrix");
m_aspectLocation = program()->uniformLocation("aspect");
m_opacityLocation = program()->uniformLocation("opacity");
m_sizeLocation = program()->uniformLocation("size");
m_radiusLocation = program()->uniformLocation("radius");
m_colorLocation = program()->uniformLocation("color");
m_shadowColorLocation = program()->uniformLocation("shadowColor");
m_offsetLocation = program()->uniformLocation("offset");
}
void ShadowedRectangleShader::updateState(const QSGMaterialShader::RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial)
{
auto p = program();
if (state.isMatrixDirty()) {
p->setUniformValue(m_matrixLocation, state.combinedMatrix());
}
if (state.isOpacityDirty()) {
p->setUniformValue(m_opacityLocation, state.opacity());
}
if (!oldMaterial || newMaterial->compare(oldMaterial) != 0 || state.isCachedMaterialDataDirty()) {
auto material = static_cast<ShadowedRectangleMaterial *>(newMaterial);
p->setUniformValue(m_aspectLocation, material->aspect);
p->setUniformValue(m_sizeLocation, material->size);
p->setUniformValue(m_radiusLocation, material->radius);
p->setUniformValue(m_colorLocation, material->color);
p->setUniformValue(m_shadowColorLocation, material->shadowColor);
p->setUniformValue(m_offsetLocation, material->offset);
}
}
void ShadowedRectangleShader::setShader(ShadowedRectangleMaterial::ShaderType shaderType, const QString& shader)
{
auto header = QOpenGLContext::currentContext()->isOpenGLES() ? QStringLiteral("header_es.glsl") : QStringLiteral("header_desktop.glsl");
auto shaderRoot = QStringLiteral(":/org/kde/kirigami/shaders/");
setShaderSourceFiles(QOpenGLShader::Vertex, {
shaderRoot + header,
shaderRoot + QStringLiteral("shadowedrectangle.vert")
});
QString shaderFile = shader + QStringLiteral(".frag");
auto sdfFile = QStringLiteral("sdf.glsl");
if (shaderType == ShadowedRectangleMaterial::ShaderType::LowPower) {
shaderFile = shader + QStringLiteral("_lowpower.frag");
sdfFile = QStringLiteral("sdf_lowpower.glsl");
}
setShaderSourceFiles(QOpenGLShader::Fragment, {
shaderRoot + header,
shaderRoot + sdfFile,
shaderRoot + shaderFile
});
}