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#include "spinner.h"
#include <QtQuick/QQuickWindow>
#include <QtGui/QScreen>
#include <QtQuick/QSGSimpleTextureNode>
#include <QtGui/QConicalGradient>
#include <QtGui/QPainter>
class SpinnerNode : public QObject, public QSGTransformNode
{
Q_OBJECT
public:
SpinnerNode(QQuickWindow *window)
: m_rotation(0)
, m_spinning(false)
, m_window(window)
{
connect(window, &QQuickWindow::beforeRendering, this, &SpinnerNode::maybeRotate, Qt::DirectConnection);
connect(window, &QQuickWindow::frameSwapped, this, &SpinnerNode::maybeUpdate, Qt::DirectConnection);
QImage image(":/scenegraph/threadedanimation/spinner.png");
m_texture = window->createTextureFromImage(image);
QSGSimpleTextureNode *textureNode = new QSGSimpleTextureNode();
textureNode->setTexture(m_texture);
textureNode->setRect(0, 0, image.width(), image.height());
textureNode->setFiltering(QSGTexture::Linear);
appendChildNode(textureNode);
}
~SpinnerNode() override {
delete m_texture;
}
void setSpinning(bool spinning)
{
m_spinning = spinning;
}
public slots:
void maybeRotate() {
if (m_spinning) {
m_rotation += (360 / m_window->screen()->refreshRate());
QMatrix4x4 matrix;
matrix.translate(32, 32);
matrix.rotate(m_rotation, 0, 0, 1);
matrix.translate(-32, -32);
setMatrix(matrix);
// If we're inside a QQuickWidget, this call is necessary to ensure the widget gets updated.
m_window->update();
}
}
void maybeUpdate() {
if (m_spinning) {
m_window->update();
}
}
private:
qreal m_rotation;
bool m_spinning;
QSGTexture *m_texture;
QQuickWindow *m_window;
};
Spinner::Spinner()
: m_spinning(false)
{
setSize(QSize(64, 64));
setFlag(ItemHasContents);
}
void Spinner::setSpinning(bool spinning)
{
if (spinning == m_spinning)
return;
m_spinning = spinning;
emit spinningChanged();
update();
}
QSGNode *Spinner::updatePaintNode(QSGNode *old, UpdatePaintNodeData *)
{
SpinnerNode *n = static_cast<SpinnerNode *>(old);
if (!n)
n = new SpinnerNode(window());
n->setSpinning(m_spinning);
return n;
}
#include "spinner.moc"