chore: formatter & clangd lsp option
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@@ -84,7 +84,6 @@ SparklineSceneItem::LineSample SparklineSceneItem::buildSample(
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points.reserve(len);
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for (int i = 0; i < len; ++i) {
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// Already smoothed once, incrementally, by the buffer itself.
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const qreal value =
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qBound<qreal>(0.0, buffer->smoothedAt(i), m_maxValue);
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@@ -99,7 +98,7 @@ SparklineSceneItem::LineSample SparklineSceneItem::buildSample(
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if (m_curveSmoothing && points.size() > 2) {
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const qreal tension = 1.0;
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const qreal k = tension / 6.0;
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const int n = points.size();
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const int n = static_cast<int>(points.size());
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for (int i = 0; i < n - 1; ++i) {
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const QPointF& p0 = points[qMax(i - 1, 0)];
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const QPointF& p1 = points[i];
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@@ -125,9 +124,6 @@ SparklineSceneItem::LineSample SparklineSceneItem::buildSample(
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}
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}
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// Flatten the curve to a polyline once, here, on data change only.
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// This is CPU math only -- no QPainter draw calls, no image, no
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// texture upload happen as a result of this.
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const auto subpaths = path.toSubpathPolygons();
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if (subpaths.isEmpty()) return sample;
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@@ -139,7 +135,7 @@ SparklineSceneItem::LineSample SparklineSceneItem::buildSample(
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void SparklineSceneItem::writeFillGeometry(
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QSGGeometryNode* node, const LineSample& sample) {
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const int n = sample.polyline.size();
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const int n = static_cast<int>(sample.polyline.size());
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auto* geometry = node->geometry();
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geometry->allocate(n * 2);
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geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);
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@@ -147,8 +143,10 @@ void SparklineSceneItem::writeFillGeometry(
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auto* vertices = geometry->vertexDataAsPoint2D();
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for (int i = 0; i < n; ++i) {
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const QPointF& p = sample.polyline[i];
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vertices[i * 2].set(p.x(), p.y());
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vertices[i * 2 + 1].set(p.x(), sample.fillBottom);
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vertices[i * 2].set(
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static_cast<float>(p.x()), static_cast<float>(p.y()));
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vertices[i * 2 + 1].set(
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static_cast<float>(p.x()), static_cast<float>(sample.fillBottom));
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}
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node->markDirty(QSGNode::DirtyGeometry);
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@@ -156,7 +154,7 @@ void SparklineSceneItem::writeFillGeometry(
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void SparklineSceneItem::writeStrokeGeometry(
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QSGGeometryNode* node, const LineSample& sample, qreal lineWidth) {
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const int n = sample.polyline.size();
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const int n = static_cast<int>(sample.polyline.size());
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auto* geometry = node->geometry();
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geometry->allocate(n * 2);
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geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);
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@@ -179,8 +177,12 @@ void SparklineSceneItem::writeStrokeGeometry(
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const QPointF& p = sample.polyline[i];
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const QPointF offset = normal * half;
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vertices[i * 2].set(p.x() + offset.x(), p.y() + offset.y());
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vertices[i * 2 + 1].set(p.x() - offset.x(), p.y() - offset.y());
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vertices[i * 2].set(
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static_cast<float>(p.x() + offset.x()),
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static_cast<float>(p.y() + offset.y()));
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vertices[i * 2 + 1].set(
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static_cast<float>(p.x() - offset.x()),
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static_cast<float>(p.y() - offset.y()));
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}
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node->markDirty(QSGNode::DirtyGeometry);
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@@ -243,7 +245,7 @@ QSGNode* SparklineSceneItem::updatePaintNode(
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}
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QMatrix4x4 matrix;
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matrix.translate(-stepX() * m_slideProgress, 0);
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matrix.translate(static_cast<float>(-stepX() * m_slideProgress), 0.0f);
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transformNode->setMatrix(matrix);
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const bool needsGeometryWrite = samplesRebuilt || justCreated;
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