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2026-10-23 00:05:08 +02:00

132 lines
4.0 KiB
C++

#include "roundedclip.hpp"
#include <private/qquickclipnode_p.h>
#include <private/qquickitem_p.h>
#include <qsggeometry.h>
#include <algorithm>
#include <cmath>
namespace ZShell::components {
RoundedClip::RoundedClip(QQuickItem* parent) : QQuickItem(parent) {
setFlag(ItemHasContents);
setClip(true);
}
bool RoundedClip::updateRadius(qreal& member, qreal radius) {
if (qFuzzyCompare(member + 1.0, radius + 1.0)) return false;
member = radius;
update();
return true;
}
void RoundedClip::geometryChange(
const QRectF& newGeometry, const QRectF& oldGeometry) {
QQuickItem::geometryChange(newGeometry, oldGeometry);
if (newGeometry.size() != oldGeometry.size()) update();
}
QSGNode* RoundedClip::updatePaintNode(
QSGNode* oldNode, UpdatePaintNodeData* data) {
Q_UNUSED(oldNode)
Q_UNUSED(data)
QQuickItemPrivate* priv = QQuickItemPrivate::get(this);
QQuickDefaultClipNode* clip = priv->clipNode();
if (!clip) return nullptr;
// Clip node geometry is in item-local coordinates. The clip node is a
// child of the item's transform node, so the clip rect is
// QRectF(0, 0, width, height), i.e. boundingRect()/clipRect().
const QRectF r(0, 0, width(), height());
// Per-corner radii fall back to the shared `radius` shorthand.
const qreal tl = m_topLeftRadius > 0 ? m_topLeftRadius : m_radius;
const qreal tr = m_topRightRadius > 0 ? m_topRightRadius : m_radius;
const qreal br = m_bottomRightRadius > 0 ? m_bottomRightRadius : m_radius;
const qreal bl = m_bottomLeftRadius > 0 ? m_bottomLeftRadius : m_radius;
// Nothing rounded: plain rectangular clip.
if (tl <= 0 && tr <= 0 && br <= 0 && bl <= 0) {
clip->setRect(r);
clip->update();
return nullptr;
}
// All corners equal: let QQuickDefaultClipNode build its own known-correct
// scanline geometry. This is the working path.
if (qFuzzyCompare(tl, tr) && qFuzzyCompare(tr, br) &&
qFuzzyCompare(br, bl)) {
clip->setRect(r);
clip->setRadius(tl);
clip->update();
return nullptr;
}
// Per-corner radii. setRadius() supports only a single value, so we
// must supply the geometry ourselves. Build it as a triangle fan from an
// interior point so the polygon interior fills for the stencil clip.
const qreal half = std::min(r.width() / 2, r.height() / 2);
const qreal rtl = std::min(tl, half);
const qreal rtr = std::min(tr, half);
const qreal rbr = std::min(br, half);
const qreal rbl = std::min(bl, half);
auto segments = [](qreal radius) {
return qMin(30, int(std::ceil(radius)));
};
const int s_tl = segments(rtl);
const int s_tr = segments(rtr);
const int s_br = segments(rbr);
const int s_bl = segments(rbl);
clip->setRect(r);
clip->setIsRectangular(false);
QSGGeometry* g = clip->geometry();
g->setDrawingMode(QSGGeometry::DrawTriangleFan);
// One apex + one point per arc step + one point per zero-radius corner,
// plus a closing apex to complete the fan.
g->allocate(1 + s_tl + s_tr + s_br + s_bl + 5);
QSGGeometry::Point2D* vertices = g->vertexDataAsPoint2D();
int vi = 0;
// Apex at an interior point.
vertices[vi++] =
QSGGeometry::Point2D(float(r.center().x()), float(r.center().y()));
// Each corner contributes its arc points (i = 0..segments) from its
// edge-entry tangent to its edge-exit tangent. Consecutive corners are
// joined by the implicit straight edges, forming the rounded rectangle.
auto addArc =
[&](int segs, qreal cx, qreal cy, qreal rad, qreal a0, qreal a1) {
for (int i = 0; i <= segs; ++i) {
const qreal angle = a0 + (a1 - a0) * qreal(i) / qreal(segs);
vertices[vi++] = QSGGeometry::Point2D(
float(cx + rad * std::cos(angle)),
float(cy + rad * std::sin(angle)));
}
};
addArc(s_tl, rtl, rtl, rtl, M_PI, 3.0 * M_PI / 2.0);
addArc(s_tr, r.width() - rtr, rtr, rtr, -M_PI / 2.0, 0.0);
addArc(s_br, r.width() - rbr, r.height() - rbr, rbr, 0.0, M_PI / 2.0);
addArc(s_bl, rbl, r.height() - rbl, rbl, M_PI / 2.0, M_PI);
// Close the fan back to the first perimeter vertex.
vertices[vi] = vertices[1];
clip->markDirty(QSGNode::DirtyGeometry);
return nullptr;
}
} // namespace ZShell::components