lib_ui/ui/paint/blob_linear.cpp

132 lines
3.2 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/blob_linear.h"
#include "base/openssl_help.h"
#include "ui/painter.h"
#include <QtGui/QPainterPath>
namespace Ui::Paint {
namespace {
constexpr auto kMaxSpeed = 8.2;
constexpr auto kMinSpeed = 0.8;
float64 RandomAdditional() {
return (openssl::RandomValue<int>() % 100 / 100.);
}
} // namespace
LinearBlobBezier::LinearBlobBezier(
int n,
Direction direction,
float minSpeed,
float maxSpeed)
: _segmentsCount(n)
, _minSpeed(minSpeed ? minSpeed : kMinSpeed)
, _maxSpeed(maxSpeed ? maxSpeed : kMaxSpeed)
, _pen(Qt::NoBrush, 0, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin)
, _topDown(direction == Direction::TopDown ? 1 : -1)
, _segments(n + 1) {
}
void LinearBlobBezier::paint(Painter &p, const QBrush &brush, int width) {
auto path = QPainterPath();
const auto left = 0;
const auto right = width;
path.moveTo(right, 0);
path.lineTo(left, 0);
const auto &n = _segmentsCount;
p.save();
for (auto i = 0; i <= n; i++) {
const auto &segment = _segments[i];
if (!i) {
const auto progress = segment.progress;
const auto r1 = segment.radius * (1. - progress)
+ segment.radiusNext * progress;
const auto y = r1 * _topDown;
path.lineTo(left, y);
} else {
const auto &prevSegment = _segments[i - 1];
const auto &progress = prevSegment.progress;
const auto r1 = prevSegment.radius * (1. - progress)
+ prevSegment.radiusNext * progress;
const auto &progressNext = segment.progress;
const auto r2 = segment.radius * (1. - progressNext)
+ segment.radiusNext * progressNext;
const auto x1 = (right - left) / n * (i - 1);
const auto x2 = (right - left) / n * i;
const auto cx = x1 + (x2 - x1) / 2;
const auto y1 = r1 * _topDown;
const auto y2 = r2 * _topDown;
path.cubicTo(
QPointF(cx, y1),
QPointF(cx, y2),
QPointF(x2, y2)
);
}
}
path.lineTo(right, 0);
p.setBrush(Qt::NoBrush);
p.setPen(_pen);
p.fillPath(path, brush);
p.drawPath(path);
p.restore();
}
void LinearBlobBezier::generateBlob() {
for (auto i = 0; i < _segmentsCount; i++) {
auto &segment = _segments[i];
generateBlob(segment.radius, i);
generateBlob(segment.radiusNext, i);
segment.progress = 0.;
}
}
void LinearBlobBezier::generateBlob(float &radius, int i) {
const auto radDiff = _radiuses.max - _radiuses.min;
radius = _radiuses.min + std::abs(RandomAdditional()) * radDiff;
_segments[i].speed = 0.017 + 0.003 * std::abs(RandomAdditional());
}
void LinearBlobBezier::update(float level, float speedScale) {
for (auto i = 0; i < _segmentsCount; i++) {
auto &segment = _segments[i];
segment.progress += (segment.speed * _minSpeed)
+ level * segment.speed * _maxSpeed * speedScale;
if (segment.progress >= 1) {
segment.progress = 0.;
segment.radius = segment.radiusNext;
generateBlob(segment.radiusNext, i);
}
}
}
void LinearBlobBezier::setRadiuses(Radiuses values) {
_radiuses = values;
}
LinearBlobBezier::Radiuses LinearBlobBezier::radiuses() const {
return _radiuses;
}
} // namespace Ui::Paint