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The DiveTextItems were redrawn on every paint() call. This was a prohibitively expensive operation (converting the text into a path, drawing an outline, etc.), which was called numerous times. Instead, render the text only when changing into a QPixmap and blit that pixmap in the paint() call. This will make it possible to do absolutely positioned DiveTextItems. So far they were placed relatively in scene coordinates ranging from 0-100(!). Signed-off-by: Berthold Stoeger <bstoeger@mail.tuwien.ac.at>
34 lines
1 KiB
C++
34 lines
1 KiB
C++
// SPDX-License-Identifier: GPL-2.0
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#ifndef DIVETEXTITEM_H
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#define DIVETEXTITEM_H
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#include <QObject>
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#include <QFont>
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#include <QGraphicsPixmapItem>
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class QBrush;
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/* A Line Item that has animated-properties. */
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class DiveTextItem : public QObject, public QGraphicsPixmapItem {
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Q_OBJECT
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Q_PROPERTY(QPointF pos READ pos WRITE setPos)
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Q_PROPERTY(qreal opacity READ opacity WRITE setOpacity)
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public:
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// Note: vertical centring is based on the actual rendered text, not on the font metrics.
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// This is fine for placing text in the "tankbar", but it will look disastrous when
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// placing text items next to each other. This may have to be fixed.
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DiveTextItem(double dpr, double scale, int alignFlags, QGraphicsItem *parent);
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void set(const QString &text, const QBrush &brush);
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const QString &text();
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static QFont getFont(double dpr, double scale);
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static double fontHeight(double dpr, double scale);
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double height() const;
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private:
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int internalAlignFlags;
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QString internalText;
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double dpr;
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double scale;
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};
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#endif // DIVETEXTITEM_H
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