80 lines
2.3 KiB
C++
80 lines
2.3 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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#pragma once
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#include <QSGGeometryNode>
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#include <QColor>
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#include <QVector2D>
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#include <QVector4D>
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#include "shadowedrectanglematerial.h"
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struct QSGMaterialType;
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class ShadowedBorderRectangleMaterial;
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/**
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* Scene graph node for a shadowed rectangle.
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*
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* This node will set up the geometry and materials for a shadowed rectangle,
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* optionally with rounded corners.
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*
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* \note You must call updateGeometry() after setting properties of this node,
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* otherwise the node's state will not correctly reflect all the properties.
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*
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* \sa ShadowedRectangle
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*/
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class ShadowedRectangleNode : public QSGGeometryNode
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{
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public:
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ShadowedRectangleNode();
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/**
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* Set whether to draw a border.
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*
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* Note that this will switch between a material with or without border.
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* This means this needs to be called before any other setters.
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*/
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void setBorderEnabled(bool enabled);
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void setRect(const QRectF &rect);
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void setSize(qreal size);
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void setRadius(const QVector4D &radius);
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void setColor(const QColor &color);
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void setShadowColor(const QColor &color);
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void setOffset(const QVector2D &offset);
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void setBorderWidth(qreal width);
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void setBorderColor(const QColor &color);
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void setShaderType(ShadowedRectangleMaterial::ShaderType type);
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/**
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* Update the geometry for this node.
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*
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* This is done as an explicit step to avoid the geometry being recreated
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* multiple times while updating properties.
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*/
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void updateGeometry();
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protected:
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virtual ShadowedRectangleMaterial *createBorderlessMaterial();
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virtual ShadowedBorderRectangleMaterial *createBorderMaterial();
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virtual QSGMaterialType* borderMaterialType();
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virtual QSGMaterialType* borderlessMaterialType();
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QSGGeometry *m_geometry;
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ShadowedRectangleMaterial *m_material = nullptr;
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ShadowedRectangleMaterial::ShaderType m_shaderType = ShadowedRectangleMaterial::ShaderType::Standard;
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private:
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QRectF m_rect;
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qreal m_size = 0.0;
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QVector4D m_radius = QVector4D{0.0, 0.0, 0.0, 0.0};
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QVector2D m_offset = QVector2D{0.0, 0.0};
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QVector2D m_aspect = QVector2D{1.0, 1.0};
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qreal m_borderWidth = 0.0;
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QColor m_borderColor;
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};
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