Added initial implementation of Linear Blobs.
This commit is contained in:
parent
15ea9197cc
commit
cffbdc7c58
6 changed files with 406 additions and 3 deletions
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@ -71,8 +71,12 @@ PRIVATE
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ui/layers/layer_widget.h
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ui/paint/blob.cpp
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ui/paint/blob.h
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ui/paint/blob_linear.cpp
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ui/paint/blob_linear.h
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ui/paint/blobs.cpp
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ui/paint/blobs.h
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ui/paint/blobs_linear.cpp
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ui/paint/blobs_linear.h
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ui/platform/linux/ui_window_linux.cpp
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ui/platform/linux/ui_window_linux.h
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ui/platform/linux/ui_utility_linux.cpp
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@ -30,9 +30,6 @@ public:
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void update(float level, float speedScale);
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void generateBlob();
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void setMinRadius(float value);
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void setMaxRadius(float value);
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void setRadiuses(Radiuses values);
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Radiuses radiuses() const;
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153
ui/paint/blob_linear.cpp
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153
ui/paint/blob_linear.cpp
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@ -0,0 +1,153 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#include "ui/paint/blob_linear.h"
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#include "base/openssl_help.h"
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#include "ui/painter.h"
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#include <QtGui/QPainterPath>
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#include <QtCore/QtMath>
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namespace Ui::Paint {
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namespace {
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constexpr auto kMaxSpeed = 8.2;
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constexpr auto kMinSpeed = 0.8;
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float64 RandomAdditional() {
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return (openssl::RandomValue<int>() % 100 / 100.);
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}
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} // namespace
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LinearBlobBezier::LinearBlobBezier(
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int n,
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float minScale,
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float minSpeed,
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float maxSpeed)
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: _segmentsCount(n)
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, _minSpeed(minSpeed ? minSpeed : kMinSpeed)
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, _maxSpeed(maxSpeed ? maxSpeed : kMaxSpeed)
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, _pen(Qt::NoBrush, 0, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin)
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, _segments(n + 1) {
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}
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void LinearBlobBezier::paint(
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Painter &p,
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const QBrush &brush,
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const QRect &rect,
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float pinnedTop,
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float progressToPinned) {
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auto path = QPainterPath();
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auto m = QMatrix();
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const auto left = rect.x();
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const auto top = rect.y();
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const auto right = rect.x() + rect.width();
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const auto bottom = rect.y() + rect.height();
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// path.moveTo(right, bottom);
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// path.lineTo(left, bottom);
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path.moveTo(right, top);
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path.lineTo(left, top);
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const auto &n = _segmentsCount;
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p.save();
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for (auto i = 0; i <= n; i++) {
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const auto &segment = _segments[i];
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if (!i) {
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const auto progress = segment.progress;
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const auto r1 = segment.radius * (1. - progress)
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+ segment.radiusNext * progress;
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const auto y = (bottom + r1);// * progressToPinned
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// const auto y = (top - r1) * progressToPinned
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// + pinnedTop * (1. - progressToPinned);
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path.lineTo(left, y);
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} else {
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const auto &prevSegment = _segments[i - 1];
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const auto progress = prevSegment.progress;
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const auto r1 = prevSegment.radius * (1. - progress)
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+ prevSegment.radiusNext * progress;
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const auto progressNext = segment.progress;
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const auto r2 = segment.radius * (1. - progressNext)
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+ segment.radiusNext * progressNext;
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const auto x1 = (right - left) / n * (i - 1);
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const auto x2 = (right - left) / n * i;
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const auto cx = x1 + (x2 - x1) / 2;
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const auto y1 = (bottom + r1);// * progressToPinned
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// const auto y1 = (top - r1) * progressToPinned
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// + pinnedTop * (1. - progressToPinned);
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const auto y2 = (bottom + r2);// * progressToPinned
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// const auto y2 = (top - r2) * progressToPinned
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// + pinnedTop * (1. - progressToPinned);
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path.cubicTo(
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QPointF(cx, y1),
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QPointF(cx, y2),
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QPointF(x2, y2)
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);
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if (i == n) {
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path.lineTo(right, top);
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// path.lineTo(right, bottom);
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}
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}
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}
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p.setBrush(Qt::NoBrush);
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p.setPen(_pen);
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p.fillPath(path, brush);
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p.drawPath(path);
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p.restore();
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}
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void LinearBlobBezier::generateBlob() {
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for (auto i = 0; i < _segmentsCount; i++) {
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auto &segment = _segments[i];
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generateBlob(segment.radius, i);
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generateBlob(segment.radiusNext, i);
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segment.progress = 0.;
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}
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}
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void LinearBlobBezier::generateBlob(float &radius, int i) {
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const auto radDiff = _radiuses.max - _radiuses.min;
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radius = _radiuses.min + std::abs(RandomAdditional()) * radDiff;
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_segments[i].speed = 0.017 + 0.003 * std::abs(RandomAdditional());
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}
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void LinearBlobBezier::update(float level, float speedScale) {
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_scale = level;
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for (auto i = 0; i < _segmentsCount; i++) {
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auto &segment = _segments[i];
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segment.progress += (segment.speed * _minSpeed)
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+ level * segment.speed * _maxSpeed * speedScale;
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if (segment.progress >= 1) {
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segment.progress = 0.;
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segment.radius = segment.radiusNext;
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generateBlob(segment.radiusNext, i);
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}
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}
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}
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void LinearBlobBezier::setRadiuses(Radiuses values) {
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_radiuses = values;
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}
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LinearBlobBezier::Radiuses LinearBlobBezier::radiuses() const {
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return _radiuses;
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}
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} // namespace Ui::Paint
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67
ui/paint/blob_linear.h
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67
ui/paint/blob_linear.h
Normal file
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@ -0,0 +1,67 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#pragma once
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class Painter;
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namespace Ui::Paint {
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class LinearBlobBezier final {
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public:
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struct Radiuses {
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float min = 0.;
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float max = 0.;
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inline bool operator==(const Radiuses &other) const {
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return (min == other.min) && (max == other.max);
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}
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inline bool operator!=(const Radiuses &other) const {
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return !(min == other.min) && (max == other.max);
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}
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};
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LinearBlobBezier(
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int n,
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float minScale,
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float minSpeed = 0,
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float maxSpeed = 0);
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void paint(
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Painter &p,
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const QBrush &brush,
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const QRect &rect,
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float pinnedTop,
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float progressToPinned);
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void update(float level, float speedScale);
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void generateBlob();
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void setRadiuses(Radiuses values);
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Radiuses radiuses() const;
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private:
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struct Segment {
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float radius = 0.;
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float radiusNext = 0.;
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float progress = 0.;
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float speed = 0.;
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};
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void generateBlob(float &radius, int i);
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const int _segmentsCount;
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const float _minSpeed;
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const float _maxSpeed;
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const QPen _pen;
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std::vector<Segment> _segments;
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float64 _scale = 0;
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Radiuses _radiuses;
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};
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} // namespace Ui::Paint
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113
ui/paint/blobs_linear.cpp
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113
ui/paint/blobs_linear.cpp
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@ -0,0 +1,113 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#include "ui/paint/blobs_linear.h"
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#include "ui/painter.h"
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namespace Ui::Paint {
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LinearBlobs::LinearBlobs(
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std::vector<BlobData> blobDatas,
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float levelDuration,
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float levelDuration2,
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float maxLevel)
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: _maxLevel(maxLevel)
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, _blobDatas(std::move(blobDatas))
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, _levelValue(levelDuration)
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, _levelValue2(levelDuration2) {
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init();
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}
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void LinearBlobs::init() {
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for (const auto &data : _blobDatas) {
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auto blob = Paint::LinearBlobBezier(
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data.segmentsCount,
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data.minScale);
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blob.setRadiuses({ 0, data.minRadius });
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blob.generateBlob();
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_blobs.push_back(std::move(blob));
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}
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}
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float LinearBlobs::maxRadius() const {
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const auto maxOfRadiuses = [](const BlobData data) {
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return std::max(data.maxRadius, data.minRadius);
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};
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const auto max = *ranges::max_element(
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_blobDatas,
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std::less<>(),
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maxOfRadiuses);
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return maxOfRadiuses(max);
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}
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int LinearBlobs::size() const {
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return _blobs.size();
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}
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void LinearBlobs::setRadiusesAt(
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rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
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int index) {
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Expects(index >= 0 && index < size());
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std::move(
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radiuses
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) | rpl::start_with_next([=](LinearBlobBezier::Radiuses r) {
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_blobs[index].setRadiuses(std::move(r));
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}, _lifetime);
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}
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LinearBlobBezier::Radiuses LinearBlobs::radiusesAt(int index) {
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Expects(index >= 0 && index < size());
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return _blobs[index].radiuses();
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}
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void LinearBlobs::setLevel(float value) {
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const auto to = std::min(_maxLevel, value) / _maxLevel;
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_levelValue.start(to);
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_levelValue2.start(to);
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}
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void LinearBlobs::paint(
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Painter &p,
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const QBrush &brush,
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const QRect &rect,
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float pinnedTop,
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float progressToPinned) {
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const auto opacity = p.opacity();
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for (auto i = 0; i < _blobs.size(); i++) {
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auto r = rect;
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r.setTop(r.top() - _blobDatas[i].topOffset * _levelValue2.current());
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_blobs[i].update(_levelValue.current(), _blobDatas[i].speedScale);
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const auto alpha = _blobDatas[i].alpha;
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if (alpha != 1.) {
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p.setOpacity(opacity * alpha);
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}
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_blobs[i].paint(p, brush, r, pinnedTop, progressToPinned);
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if (alpha != 1.) {
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p.setOpacity(opacity);
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}
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}
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}
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void LinearBlobs::updateLevel(crl::time dt) {
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const auto d = (dt > 20) ? 17 : dt;
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_levelValue.update(d);
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_levelValue2.update(d);
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for (auto i = 0; i < _blobs.size(); i++) {
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const auto &data = _blobDatas[i];
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_blobs[i].setRadiuses({
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0,
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data.minRadius + data.maxRadius * (float)currentLevel() });
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}
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}
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float64 LinearBlobs::currentLevel() const {
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return _levelValue.current();
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}
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} // namespace Ui::Paint
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69
ui/paint/blobs_linear.h
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69
ui/paint/blobs_linear.h
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@ -0,0 +1,69 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#pragma once
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#include "ui/effects/animation_value.h"
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#include "ui/paint/blob_linear.h"
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class Painter;
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namespace Ui::Paint {
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class LinearBlobs final {
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public:
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struct BlobData {
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int segmentsCount = 0;
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float minScale = 0;
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float minRadius = 0;
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float maxRadius = 0;
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float speedScale = 0;
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float alpha = 0;
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int topOffset = 0;
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};
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LinearBlobs(
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std::vector<BlobData> blobDatas,
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float levelDuration,
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float levelDuration2,
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float maxLevel);
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void setRadiusesAt(
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rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
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int index);
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LinearBlobBezier::Radiuses radiusesAt(int index);
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void setLevel(float value);
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void paint(
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Painter &p,
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const QBrush &brush,
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const QRect &rect,
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float pinnedTop,
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float progressToPinned);
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void updateLevel(crl::time dt);
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[[nodiscard]] float maxRadius() const;
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[[nodiscard]] int size() const;
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[[nodiscard]] float64 currentLevel() const;
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static constexpr auto kHideBlobsDuration = 2000;
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private:
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void init();
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const float _maxLevel;
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std::vector<BlobData> _blobDatas;
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std::vector<LinearBlobBezier> _blobs;
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anim::continuous_value _levelValue;
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anim::continuous_value _levelValue2;
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rpl::lifetime _lifetime;
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};
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} // namespace Ui::Paint
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