Extracted common code for radial and linear blob classes.
This commit is contained in:
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9735510195
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10 changed files with 229 additions and 284 deletions
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@ -71,8 +71,6 @@ 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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@ -19,24 +19,69 @@ namespace {
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constexpr auto kMaxSpeed = 8.2;
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constexpr auto kMinSpeed = 0.8;
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constexpr auto kMinSegmentSpeed = 0.017;
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constexpr auto kSegmentSpeedDiff = 0.003;
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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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BlobBezier::BlobBezier(int n, float minScale, float minSpeed, float maxSpeed)
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Blob::Blob(int n, float minSpeed, float maxSpeed)
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: _segmentsCount(n)
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, _segmentLength((4.0 / 3.0) * std::tan(M_PI / (2 * n)))
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, _minScale(minScale)
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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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, _pen(Qt::NoBrush, 0, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin) {
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}
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void Blob::generateBlob() {
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for (auto i = 0; i < _segmentsCount; i++) {
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generateSingleValues(i);
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// Fill nexts.
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generateTwoValues(i);
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// Fill currents.
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generateTwoValues(i);
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}
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}
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void Blob::generateSingleValues(int i) {
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auto &segment = segmentAt(i);
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segment.progress = 0.;
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segment.speed = kMinSegmentSpeed
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+ kSegmentSpeedDiff * std::abs(RandomAdditional());
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}
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void Blob::update(float level, float speedScale) {
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for (auto i = 0; i < _segmentsCount; i++) {
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auto &segment = segmentAt(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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generateSingleValues(i);
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generateTwoValues(i);
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}
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}
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}
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void Blob::setRadiuses(Radiuses values) {
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_radiuses = values;
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}
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Blob::Radiuses Blob::radiuses() const {
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return _radiuses;
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}
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RadialBlob::RadialBlob(int n, float minScale, float minSpeed, float maxSpeed)
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: Blob(n, minSpeed, maxSpeed)
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, _segmentLength((4.0 / 3.0) * std::tan(M_PI / (2 * n)))
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, _minScale(minScale)
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, _segmentAngle(360. / n)
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, _angleDiff(_segmentAngle * 0.05)
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, _segments(n) {
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}
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void BlobBezier::paint(Painter &p, const QBrush &brush) {
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void RadialBlob::paint(Painter &p, const QBrush &brush) {
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auto path = QPainterPath();
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auto m = QMatrix();
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@ -55,14 +100,14 @@ void BlobBezier::paint(Painter &p, const QBrush &brush) {
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const auto progress = segment.progress;
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const auto progressNext = nextSegment.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 r2 = nextSegment.radius * (1. - progressNext)
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+ nextSegment.radiusNext * progressNext;
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const auto angle1 = segment.angle * (1. - progress)
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+ segment.angleNext * progress;
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const auto angle2 = nextSegment.angle * (1. - progressNext)
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+ nextSegment.angleNext * progressNext;
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const auto r1 = segment.radius.current * (1. - progress)
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+ segment.radius.next * progress;
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const auto r2 = nextSegment.radius.current * (1. - progressNext)
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+ nextSegment.radius.next * progressNext;
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const auto angle1 = segment.angle.current * (1. - progress)
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+ segment.angle.next * progress;
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const auto angle2 = nextSegment.angle.current * (1. - progressNext)
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+ nextSegment.angle.next * progressNext;
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const auto l = _segmentLength * (std::min(r1, r2)
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+ (std::max(r1, r2) - std::min(r1, r2)) / 2.);
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@ -94,45 +139,98 @@ void BlobBezier::paint(Painter &p, const QBrush &brush) {
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p.restore();
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}
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void BlobBezier::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, segment.angle, i);
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generateBlob(segment.radiusNext, segment.angleNext, i);
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segment.progress = 0.;
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}
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}
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void RadialBlob::generateTwoValues(int i) {
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auto &radius = _segments[i].radius;
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auto &angle = _segments[i].angle;
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void BlobBezier::generateBlob(float &radius, float &angle, int i) {
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const auto angleDiff = _segmentAngle * 0.05;
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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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angle = _segmentAngle * i + RandomAdditional() * angleDiff;
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_segments[i].speed = 0.017 + 0.003 * std::abs(RandomAdditional());
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angle.setNext(_segmentAngle * i + RandomAdditional() * _angleDiff);
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radius.setNext(_radiuses.min + std::abs(RandomAdditional()) * radDiff);
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}
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void BlobBezier::update(float level, float speedScale) {
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void RadialBlob::update(float level, float speedScale) {
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_scale = level;
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Blob::update(level, speedScale);
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}
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Blob::Segment &RadialBlob::segmentAt(int i) {
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return _segments[i];
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};
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LinearBlob::LinearBlob(
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int n,
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Direction direction,
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float minSpeed,
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float maxSpeed)
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: Blob(n + 1)
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, _topDown(direction == Direction::TopDown ? 1 : -1)
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, _segments(_segmentsCount) {
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}
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void LinearBlob::paint(Painter &p, const QBrush &brush, int width) {
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auto path = QPainterPath();
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const auto left = 0;
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const auto right = width;
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path.moveTo(right, 0);
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path.lineTo(left, 0);
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const auto n = float(_segmentsCount - 1);
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p.save();
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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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segment.angle = segment.angleNext;
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generateBlob(segment.radiusNext, segment.angleNext, 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.current * (1. - progress)
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+ segment.radius.next * progress;
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const auto y = r1 * _topDown;
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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.current * (1. - progress)
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+ prevSegment.radius.next * progress;
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const auto &progressNext = segment.progress;
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const auto r2 = segment.radius.current * (1. - progressNext)
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+ segment.radius.next * 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 = r1 * _topDown;
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const auto y2 = r2 * _topDown;
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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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}
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}
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path.lineTo(right, 0);
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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 BlobBezier::setRadiuses(Radiuses values) {
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_radiuses = values;
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void LinearBlob::generateTwoValues(int i) {
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auto &radius = _segments[i].radius;
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const auto radDiff = _radiuses.max - _radiuses.min;
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radius.setNext(_radiuses.min + std::abs(RandomAdditional()) * radDiff);
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}
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BlobBezier::Radiuses BlobBezier::radiuses() const {
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return _radiuses;
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}
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Blob::Segment &LinearBlob::segmentAt(int i) {
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return _segments[i];
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};
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} // namespace Ui::Paint
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@ -10,54 +10,103 @@ class Painter;
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namespace Ui::Paint {
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class BlobBezier final {
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class Blob {
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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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BlobBezier(int n, float minScale, float minSpeed = 0, float maxSpeed = 0);
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Blob(int n, float minSpeed = 0, float maxSpeed = 0);
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void paint(Painter &p, const QBrush &brush);
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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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[[nodiscard]] Radiuses radiuses() const;
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protected:
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struct TwoValues {
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float current = 0.;
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float next = 0.;
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void setNext(float v) {
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current = next;
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next = v;
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}
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};
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private:
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struct Segment {
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float radius = 0.;
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float angle = 0.;
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float radiusNext = 0.;
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float angleNext = 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, float &angle, int i);
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void generateSingleValues(int i);
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virtual void generateTwoValues(int i) = 0;
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virtual Segment &segmentAt(int i) = 0;
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const int _segmentsCount;
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const float64 _segmentLength;
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const float _minScale;
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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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const float _segmentAngle;
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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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class RadialBlob final : public Blob {
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public:
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RadialBlob(int n, float minScale, float minSpeed = 0, float maxSpeed = 0);
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void paint(Painter &p, const QBrush &brush);
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void update(float level, float speedScale);
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private:
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struct Segment : Blob::Segment {
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Blob::TwoValues radius;
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Blob::TwoValues angle;
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};
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void generateTwoValues(int i) override;
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Blob::Segment &segmentAt(int i) override;
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const float64 _segmentLength;
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const float _minScale;
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const float _segmentAngle;
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const float _angleDiff;
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std::vector<Segment> _segments;
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float64 _scale = 0;
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};
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class LinearBlob final : public Blob {
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public:
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enum class Direction {
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TopDown,
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BottomUp,
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};
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LinearBlob(
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int n,
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Direction direction = Direction::TopDown,
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float minSpeed = 0,
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float maxSpeed = 0);
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void paint(Painter &p, const QBrush &brush, int width);
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private:
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struct Segment : Blob::Segment {
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Blob::TwoValues radius;
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};
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void generateTwoValues(int i) override;
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Blob::Segment &segmentAt(int i) override;
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const int _topDown;
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std::vector<Segment> _segments;
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};
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} // namespace Ui::Paint
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@ -1,132 +0,0 @@
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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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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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Direction direction,
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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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, _topDown(direction == Direction::TopDown ? 1 : -1)
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, _segments(n + 1) {
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}
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void LinearBlobBezier::paint(Painter &p, const QBrush &brush, int width) {
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auto path = QPainterPath();
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const auto left = 0;
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const auto right = width;
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path.moveTo(right, 0);
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path.lineTo(left, 0);
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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 = r1 * _topDown;
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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 = r1 * _topDown;
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const auto y2 = r2 * _topDown;
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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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}
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}
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path.lineTo(right, 0);
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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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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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@ -1,67 +0,0 @@
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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.
|
||||
//
|
||||
// For license and copyright information please follow this link:
|
||||
// https://github.com/desktop-app/legal/blob/master/LEGAL
|
||||
//
|
||||
#pragma once
|
||||
|
||||
class Painter;
|
||||
|
||||
namespace Ui::Paint {
|
||||
|
||||
class LinearBlobBezier final {
|
||||
public:
|
||||
enum class Direction {
|
||||
TopDown,
|
||||
BottomUp,
|
||||
};
|
||||
|
||||
struct Radiuses {
|
||||
float min = 0.;
|
||||
float max = 0.;
|
||||
|
||||
inline bool operator==(const Radiuses &other) const {
|
||||
return (min == other.min) && (max == other.max);
|
||||
}
|
||||
inline bool operator!=(const Radiuses &other) const {
|
||||
return !(min == other.min) && (max == other.max);
|
||||
}
|
||||
};
|
||||
|
||||
LinearBlobBezier(
|
||||
int n,
|
||||
Direction direction = Direction::TopDown,
|
||||
float minSpeed = 0,
|
||||
float maxSpeed = 0);
|
||||
|
||||
void paint(Painter &p, const QBrush &brush, int width);
|
||||
void update(float level, float speedScale);
|
||||
void generateBlob();
|
||||
|
||||
void setRadiuses(Radiuses values);
|
||||
Radiuses radiuses() const;
|
||||
|
||||
private:
|
||||
struct Segment {
|
||||
float radius = 0.;
|
||||
float radiusNext = 0.;
|
||||
float progress = 0.;
|
||||
float speed = 0.;
|
||||
};
|
||||
|
||||
void generateBlob(float &radius, int i);
|
||||
|
||||
const int _segmentsCount;
|
||||
const float _minSpeed;
|
||||
const float _maxSpeed;
|
||||
const QPen _pen;
|
||||
const int _topDown;
|
||||
|
||||
std::vector<Segment> _segments;
|
||||
|
||||
Radiuses _radiuses;
|
||||
|
||||
};
|
||||
|
||||
} // namespace Ui::Paint
|
||||
|
|
@ -22,7 +22,7 @@ Blobs::Blobs(
|
|||
|
||||
void Blobs::init() {
|
||||
for (const auto &data : _blobDatas) {
|
||||
auto blob = Paint::BlobBezier(data.segmentsCount, data.minScale);
|
||||
auto blob = Paint::RadialBlob(data.segmentsCount, data.minScale);
|
||||
blob.setRadiuses({ data.minRadius, data.maxRadius });
|
||||
blob.generateBlob();
|
||||
_blobs.push_back(std::move(blob));
|
||||
|
|
@ -45,17 +45,17 @@ int Blobs::size() const {
|
|||
}
|
||||
|
||||
void Blobs::setRadiusesAt(
|
||||
rpl::producer<BlobBezier::Radiuses> &&radiuses,
|
||||
rpl::producer<Blob::Radiuses> &&radiuses,
|
||||
int index) {
|
||||
Expects(index >= 0 && index < size());
|
||||
std::move(
|
||||
radiuses
|
||||
) | rpl::start_with_next([=](BlobBezier::Radiuses r) {
|
||||
) | rpl::start_with_next([=](Blob::Radiuses r) {
|
||||
_blobs[index].setRadiuses(std::move(r));
|
||||
}, _lifetime);
|
||||
}
|
||||
|
||||
BlobBezier::Radiuses Blobs::radiusesAt(int index) {
|
||||
Blob::Radiuses Blobs::radiusesAt(int index) {
|
||||
Expects(index >= 0 && index < size());
|
||||
return _blobs[index].radiuses();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,9 +30,9 @@ public:
|
|||
float maxLevel);
|
||||
|
||||
void setRadiusesAt(
|
||||
rpl::producer<BlobBezier::Radiuses> &&radiuses,
|
||||
rpl::producer<Blob::Radiuses> &&radiuses,
|
||||
int index);
|
||||
BlobBezier::Radiuses radiusesAt(int index);
|
||||
Blob::Radiuses radiusesAt(int index);
|
||||
|
||||
void setLevel(float value);
|
||||
void paint(Painter &p, const QBrush &brush);
|
||||
|
|
@ -50,7 +50,7 @@ private:
|
|||
const float _maxLevel;
|
||||
|
||||
std::vector<BlobData> _blobDatas;
|
||||
std::vector<BlobBezier> _blobs;
|
||||
std::vector<RadialBlob> _blobs;
|
||||
|
||||
anim::continuous_value _levelValue;
|
||||
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ LinearBlobs::LinearBlobs(
|
|||
std::vector<BlobData> blobDatas,
|
||||
float levelDuration,
|
||||
float maxLevel,
|
||||
LinearBlobBezier::Direction direction)
|
||||
LinearBlob::Direction direction)
|
||||
: _maxLevel(maxLevel)
|
||||
, _direction(direction)
|
||||
, _blobDatas(std::move(blobDatas))
|
||||
|
|
@ -24,7 +24,7 @@ LinearBlobs::LinearBlobs(
|
|||
|
||||
void LinearBlobs::init() {
|
||||
for (const auto &data : _blobDatas) {
|
||||
auto blob = Paint::LinearBlobBezier(
|
||||
auto blob = Paint::LinearBlob(
|
||||
data.segmentsCount,
|
||||
_direction);
|
||||
blob.setRadiuses({ data.minRadius, data.idleRadius });
|
||||
|
|
@ -49,17 +49,17 @@ int LinearBlobs::size() const {
|
|||
}
|
||||
|
||||
void LinearBlobs::setRadiusesAt(
|
||||
rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
|
||||
rpl::producer<Blob::Radiuses> &&radiuses,
|
||||
int index) {
|
||||
Expects(index >= 0 && index < size());
|
||||
std::move(
|
||||
radiuses
|
||||
) | rpl::start_with_next([=](LinearBlobBezier::Radiuses r) {
|
||||
) | rpl::start_with_next([=](Blob::Radiuses r) {
|
||||
_blobs[index].setRadiuses(std::move(r));
|
||||
}, _lifetime);
|
||||
}
|
||||
|
||||
LinearBlobBezier::Radiuses LinearBlobs::radiusesAt(int index) {
|
||||
Blob::Radiuses LinearBlobs::radiusesAt(int index) {
|
||||
Expects(index >= 0 && index < size());
|
||||
return _blobs[index].radiuses();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "ui/effects/animation_value.h"
|
||||
#include "ui/paint/blob_linear.h"
|
||||
#include "ui/paint/blob.h"
|
||||
|
||||
class Painter;
|
||||
|
||||
|
|
@ -22,19 +22,18 @@ public:
|
|||
float idleRadius = 0;
|
||||
float speedScale = 0;
|
||||
float alpha = 0;
|
||||
int topOffset = 0;
|
||||
};
|
||||
|
||||
LinearBlobs(
|
||||
std::vector<BlobData> blobDatas,
|
||||
float levelDuration,
|
||||
float maxLevel,
|
||||
LinearBlobBezier::Direction direction);
|
||||
LinearBlob::Direction direction);
|
||||
|
||||
void setRadiusesAt(
|
||||
rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
|
||||
rpl::producer<Blob::Radiuses> &&radiuses,
|
||||
int index);
|
||||
LinearBlobBezier::Radiuses radiusesAt(int index);
|
||||
Blob::Radiuses radiusesAt(int index);
|
||||
|
||||
void setLevel(float value);
|
||||
void paint(Painter &p, const QBrush &brush, int width);
|
||||
|
|
@ -50,10 +49,10 @@ private:
|
|||
void init();
|
||||
|
||||
const float _maxLevel;
|
||||
const LinearBlobBezier::Direction _direction;
|
||||
const LinearBlob::Direction _direction;
|
||||
|
||||
std::vector<BlobData> _blobDatas;
|
||||
std::vector<LinearBlobBezier> _blobs;
|
||||
std::vector<LinearBlob> _blobs;
|
||||
|
||||
anim::continuous_value _levelValue;
|
||||
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ namespace Ui {
|
|||
|
||||
namespace {
|
||||
|
||||
using Radiuses = Paint::BlobBezier::Radiuses;
|
||||
using Radiuses = Paint::Blob::Radiuses;
|
||||
|
||||
constexpr auto kMaxLevel = 1.;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue