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C++ QSGNode::removeChildNode方法代码示例

本文整理汇总了C++中QSGNode::removeChildNode方法的典型用法代码示例。如果您正苦于以下问题:C++ QSGNode::removeChildNode方法的具体用法?C++ QSGNode::removeChildNode怎么用?C++ QSGNode::removeChildNode使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在QSGNode的用法示例。


在下文中一共展示了QSGNode::removeChildNode方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: updatePaintNode

QSGNode* BrowserUtils::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData* updatePaintNodeData)
{
	Q_UNUSED(updatePaintNodeData);

	if (!(m_webview && (flags() & QQuickItem::ItemHasContents))) {
		return oldNode;
	}
	setFlag(QQuickItem::ItemHasContents, false);
#if 0
	QQuickWebPage* page = m_webview->page();
	qreal xmin = qMin(page->width(), m_webview->width());
	qreal ymin = qMin(m_webview->height(), page->height());
#else
	// Here the screenshot of the page might be too large if the page is tiny
	qreal xmin = m_webview->width();
	qreal ymin = m_webview->height();
#endif
	ymin = qMin(static_cast<int>(ymin), m_imageSize.height());
	xmin = qMin(static_cast<int>(xmin), m_imageSize.width());

	QSize size(xmin, ymin);

	QSGNode* node = QQuickItemPrivate::get(m_webview)->itemNode();
	QSGNode* parent = node->QSGNode::parent();
	QSGNode* previousSibling = node->previousSibling();
	if (parent) {
		parent->removeChildNode(node);
	}
	QSGRootNode root;
	root.appendChildNode(node);

	QSGRenderer* renderer;
#if QT_VERSION < QT_VERSION_CHECK(5, 2, 0)
	renderer = QQuickItemPrivate::get(this)->sceneGraphContext()->createRenderer();
#else
	renderer = QQuickItemPrivate::get(this)->sceneGraphRenderContext()->createRenderer();
#endif
	renderer->setRootNode(static_cast<QSGRootNode*>(&root));

	QOpenGLFramebufferObject fbo(size);

	renderer->setDeviceRect(size);
	renderer->setViewportRect(size);
	renderer->setProjectionMatrixToRect(QRectF(QPointF(), size));
	renderer->setClearColor(Qt::transparent);

	renderer->renderScene(BindableFbo(&fbo));

	fbo.release();

	QImage image = fbo.toImage().scaled(m_imageSize, Qt::KeepAspectRatio, Qt::SmoothTransformation);
	QFileInfo imageInfo(m_outFile);
	QDir imageDir(imageInfo.path());
	if (!imageDir.exists()) {
		imageDir.mkpath(".");
	}

	bool saved = image.save(m_outFile);

	root.removeChildNode(node);
	renderer->setRootNode(0);
	delete renderer;

	if (parent) {
		if (previousSibling) {
			parent->insertChildNodeAfter(node, previousSibling);
		} else {
			parent->prependChildNode(node);
		}
	}

	Q_EMIT webViewSaved(saved, m_outFile);

	return oldNode;
}
开发者ID:Herrie82,项目名称:org.webosports.app.browser,代码行数:75,代码来源:browserutils.cpp

示例2: grab


//.........这里部分代码省略.........
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
            } else {
                delete m_fbo;
                delete m_secondaryFbo;
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                m_secondaryFbo = 0;
                funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
            }
        }
    }

    if (m_recursive && !m_secondaryFbo) {
        // m_fbo already created, m_recursive was just set.
        Q_ASSERT(m_fbo);
        Q_ASSERT(!m_multisampling);

        m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
        funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
        updateBindOptions(true);
    }

    // Render texture.
    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
    m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay()) {
        if (!m_debugOverlay)
            m_debugOverlay = new QSGSimpleRectNode();
        m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
        m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
        root->appendChildNode(m_debugOverlay);
    }
#endif

    m_dirtyTexture = false;

    m_renderer->setDeviceRect(m_size);
    m_renderer->setViewportRect(m_size);
    QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(),
                    m_mirrorVertical ? m_rect.bottom() : m_rect.top(),
                    m_mirrorHorizontal ? -m_rect.width() : m_rect.width(),
                    m_mirrorVertical ? -m_rect.height() : m_rect.height());
    m_renderer->setProjectionMatrixToRect(mirrored);
    m_renderer->setClearColor(Qt::transparent);

    if (m_multisampling) {
        m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

        if (deleteFboLater) {
            delete m_fbo;
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
            format.setMipmap(m_mipmap);
            format.setSamples(0);
            m_fbo = new QOpenGLFramebufferObject(m_size, format);
            funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
            updateBindOptions(true);
        }

        QRect r(QPoint(), m_size);
        QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
    } else {
        if (m_recursive) {
            m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

            if (deleteFboLater) {
                delete m_fbo;
                QOpenGLFramebufferObjectFormat format;
                format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
                format.setInternalTextureFormat(m_format);
                format.setMipmap(m_mipmap);
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
            }
            qSwap(m_fbo, m_secondaryFbo);
        } else {
            m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
        }
    }

    if (m_mipmap) {
        funcs->glBindTexture(GL_TEXTURE_2D, textureId());
        funcs->glGenerateMipmap(GL_TEXTURE_2D);
    }

    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay())
        root->removeChildNode(m_debugOverlay);
#endif
    if (m_recursive)
        markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}
开发者ID:erikhvatum,项目名称:StackStream,代码行数:101,代码来源:SSGQuickLayer.cpp

示例3: updatePaintNode

QSGNode* NodeConnectionLines::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
    if (!m_nodeObject) return nullptr;
    const QVector<QPointer<NodeBase>>& connectedNodes = m_nodeObject->getConnectedNodes();
    int connectionCount = connectedNodes.size();

    // -------------------- Prepare QSG Nodes:
    QSGNode* parentNode = oldNode;
    if (!oldNode) {
        parentNode = new QSGNode();
    } else {
        // update color in case it changed:
        // FIXME: is there a more efficient way to do this?
        for (int i=0; i<parentNode->childCount(); ++i) {
            QSGGeometryNode* childNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i));
            if (!childNode) continue;
            QSGFlatColorMaterial* material = static_cast<QSGFlatColorMaterial*>(childNode->material());
            if (!material) continue;
            material->setColor(m_color);
        }
    }
    // adapt child count:
    int childCount = parentNode->childCount();
    if (childCount < connectionCount) {
        for (int i=0; i<(connectionCount - childCount); ++i) {
            QSGGeometryNode* node = new QSGGeometryNode;
            QSGGeometry* geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 3);
            geometry->setDrawingMode(GL_TRIANGLE_STRIP);
            node->setGeometry(geometry);
            node->setFlag(QSGNode::OwnsGeometry);
            QSGFlatColorMaterial* material = new QSGFlatColorMaterial;
            material->setColor(m_color);
            node->setMaterial(material);
            node->setFlag(QSGNode::OwnsMaterial);
            parentNode->appendChildNode(node);
        }
    } else if (childCount > connectionCount) {
        for (int i=0; i<(childCount - connectionCount); ++i) {
            parentNode->removeChildNode(parentNode->childAtIndex(0));
        }
    }
    Q_ASSERT(parentNode->childCount() == connectionCount);

    // calculate common start point:
    const QPointF p0(width(), height() / 2);
    double widthOffset = m_lineWidth / 2;
    //const QPointF posInScene = mapToScene(QPointF(0, 0));


    for (int i=0; i<connectionCount; ++i) {
        NodeBase* otherNode = connectedNodes[i];
        if (!otherNode) continue;
        QQuickItem* otherGuiItem = otherNode->getGuiItem();
        if (!otherGuiItem) continue;
        const QPointF p3 = mapFromItem(otherGuiItem, QPointF(-otherGuiItem->width() / 2, otherGuiItem->height() / 2));
        int handleLength = std::max(50, std::min(int(p3.x() - p0.x()), 80));
        const QPointF p1(p0.x() + handleLength, p0.y());
        const QPointF p2(p3.x() - handleLength, p3.y());

        // calculate reasonable segment count:
        int segmentCount = qMax(16.0, qMin(qAbs(p3.y() - p0.y()) / 25, 50.0));
        int verticesCount = segmentCount * 2;

        QSGGeometryNode* qsgNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i));
        if (!qsgNode) continue;

        QSGGeometry* geometry = qsgNode->geometry();
        if (!geometry) continue;
        geometry->allocate(verticesCount);
        QSGGeometry::Point2D* vertices = geometry->vertexDataAsPoint2D();

        // triangulate cubic bezier curve:
        for (int i = 0; i < segmentCount; ++i) {
            // t is the position on the line:
            const qreal t = i / qreal(segmentCount - 1);

            // pos is the point on the curve at "t":
            const QPointF pos = calculateBezierPoint(t, p0, p1, p2, p3);

            // normal is the normal vector at that point
            const QPointF normal = normalFromTangent(calculateBezierTangent(t, p0, p1, p2, p3));

            // first is a point offsetted in the normal direction by lineWidth / 2 from pos
            const QPointF first = pos - normal * widthOffset;

            // ssecond is a point offsetted in the negative normal direction by lineWidth / 2 from pos
            const QPointF second = pos + normal * widthOffset;

            // add first and second as vertices to this geometry:
            vertices[i*2].set(first.x(), first.y());
            vertices[i*2+1].set(second.x(), second.y());
        }

        // tell Scene Graph that this items needs to be drawn:
        qsgNode->markDirty(QSGNode::DirtyGeometry);
    }

    return parentNode;
}
开发者ID:ElectronicTheatreControlsLabs,项目名称:LuminosusEosEdition,代码行数:98,代码来源:NodeConnectionLines.cpp


注:本文中的QSGNode::removeChildNode方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。