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This feels quite a bit slower than the non-QtQuick version. This makes sense, as there is an additional level of indirection. Instead of painting directly, we paint into an QImage and turn that into a QSGTexture. Ultimately one would think that we should render directly using QtQuick. Alas, we can't, since that would mean no more printing/ exporting of profiles. How sad. Signed-off-by: Berthold Stoeger <bstoeger@mail.tuwien.ac.at>
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
// SPDX-License-Identifier: GPL-2.0
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#ifndef PROFILE_VIEW_H
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#define PROFILE_VIEW_H
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#include "qt-quick/chartview.h"
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#include <memory>
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class ChartGraphicsSceneItem;
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class ProfileAnimation;
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class ProfileScene;
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class ProfileView : public ChartView {
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Q_OBJECT
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public:
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ProfileView();
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ProfileView(QQuickItem *parent);
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~ProfileView();
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struct RenderFlags {
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static constexpr int None = 0;
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static constexpr int Instant = 1 << 0;
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static constexpr int DontRecalculatePlotInfo = 1 << 1;
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static constexpr int EditMode = 1 << 2;
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static constexpr int PlanMode = 1 << 3;
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};
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void plotDive(const struct dive *d, int dc, int flags = RenderFlags::None);
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void clear();
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void anim(double fraction);
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private:
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const struct dive *d;
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int dc;
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int zoomLevel;
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double zoomedPosition; // Position when zoomed: 0.0 = beginning, 1.0 = end.
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bool empty; // No dive shown.
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bool shouldCalculateMax; // Calculate maximum time and depth (default). False when dragging handles.
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QColor background;
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std::unique_ptr<ProfileScene> profileScene;
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ChartItemPtr<ChartGraphicsSceneItem> profileItem;
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std::unique_ptr<ProfileAnimation> animation;
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void plotAreaChanged(const QSizeF &size) override;
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void resetPointers() override;
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};
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#endif
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