lib_ui/ui/paint/blobs.cpp

91 lines
2.1 KiB
C++

// This file is part of Desktop App Toolkit,
// 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
//
#include "ui/paint/blobs.h"
#include "ui/painter.h"
namespace Ui::Paint {
Blobs::Blobs(
std::vector<BlobData> blobDatas,
float levelDuration,
float maxLevel)
: _maxLevel(maxLevel)
, _blobDatas(std::move(blobDatas))
, _levelValue(levelDuration) {
init();
}
void Blobs::init() {
for (const auto &data : _blobDatas) {
auto blob = Paint::BlobBezier(data.segmentsCount, data.minScale);
blob.setRadiuses({ data.minRadius, data.maxRadius });
blob.generateBlob();
_blobs.push_back(std::move(blob));
}
}
float Blobs::maxRadius() const {
const auto maxOfRadiuses = [](const BlobData data) {
return std::max(data.maxRadius, data.minRadius);
};
const auto max = *ranges::max_element(
_blobDatas,
std::less<>(),
maxOfRadiuses);
return maxOfRadiuses(max);
}
int Blobs::size() const {
return _blobs.size();
}
void Blobs::setRadiusesAt(
rpl::producer<BlobBezier::Radiuses> &&radiuses,
int index) {
Expects(index >= 0 && index < size());
std::move(
radiuses
) | rpl::start_with_next([=](BlobBezier::Radiuses r) {
_blobs[index].setRadiuses(std::move(r));
}, _lifetime);
}
BlobBezier::Radiuses Blobs::radiusesAt(int index) {
Expects(index >= 0 && index < size());
return _blobs[index].radiuses();
}
void Blobs::setLevel(float value) {
const auto to = std::min(_maxLevel, value) / _maxLevel;
_levelValue.start(to);
}
void Blobs::paint(Painter &p, const QBrush &brush) {
const auto opacity = p.opacity();
for (auto i = 0; i < _blobs.size(); i++) {
_blobs[i].update(_levelValue.current(), _blobDatas[i].speedScale);
const auto alpha = _blobDatas[i].alpha;
if (alpha != 1.) {
p.setOpacity(opacity * alpha);
}
_blobs[i].paint(p, brush);
if (alpha != 1.) {
p.setOpacity(opacity);
}
}
}
void Blobs::updateLevel(crl::time dt) {
_levelValue.update((dt > 20) ? 17 : dt);
}
float64 Blobs::currentLevel() const {
return _levelValue.current();
}
} // namespace Ui::Paint