429 lines
15 KiB
QML
429 lines
15 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2024 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Quick Studio Components.
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**
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** $QT_BEGIN_LICENSE:GPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 or (at your option) any later version
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** approved by the KDE Free Qt Foundation. The licenses are as published by
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick
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import QtQuick.Shapes
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/*!
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\qmltype Triangle
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\inqmlmodule QtQuick.Studio.Components
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\since QtQuick.Studio.Components 1.0
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\inherits Shape
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\brief A triangle.
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The Triangle type can be used to draw triangles with different dimensions and shapes. The type
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is enclosed in an invisible \l Rectangle type. The size of the triangle is determined by the
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size of the bounding rectangle. The dimensions of the triangle can be changed to make it
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elongated or squat with space around it by using the \l leftMargin, \l topMargin, \l rightMargin,
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and \l bottomMargin properties. The margins are set between the triangle and the edges of the
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parent rectangle.
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Each Triangle item is painted using either a solid fill color, specified using the \l fillColor
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property, or a gradient, defined using one of the \l ShapeGradient subtypes and set using the
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\l gradient property. If both a color and a gradient are specified, the gradient is used.
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An optional border can be added to a triangle with its own color and thickness by setting the
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\l strokeColor and \l strokeWidth properties. Setting the color to \c transparent creates a
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border without a fill color.
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\section2 Example Usage
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You can use the Triangle component in \QDS to create triangles in different shapes and colors.
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\image studio-triangle.webp
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The QML code looks as follows:
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\code
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TriangleItem {
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id: triangle
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x: 845
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y: 265
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strokeColor: "gray"
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fillColor: "light gray"
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}
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TriangleItem {
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id: squatTriangle
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x: 1009
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y: 265
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bottomMargin: 10
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topMargin: 30
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fillColor: "#d3d3d3"
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strokeColor: "#808080"
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}
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TriangleItem {
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id: elongatedTriangle
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x: 845
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y: 394
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rightMargin: 10
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leftMargin: 10
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fillColor: "#d3d3d3"
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strokeColor: "#808080"
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}
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TriangleItem {
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id: pear
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x: 1009
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y: 394
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radius: 20
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fillColor: "light gray"
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bottomMargin: 10
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arcRadius: 20
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strokeColor: "#808080"
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}
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\endcode
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*/
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Shape {
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id: root
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width: 100
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height: 100
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/*!
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\include CommonItemDescriptions.qdocinc {component-gradient} {triangle}
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*/
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property alias gradient: path.fillGradient
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/*!
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\include CommonItemDescriptions.qdocinc {component-strokeWidth} {triangle}
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*/
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property alias strokeWidth: path.strokeWidth
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/*!
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\include CommonItemDescriptions.qdocinc {component-strokeColor} {triangle}
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*/
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property alias strokeColor: path.strokeColor
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/*!
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\include CommonItemDescriptions.qdocinc {component-dashPattern} {triangle}
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*/
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property alias dashPattern: path.dashPattern
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/*!
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\include CommonItemDescriptions.qdocinc component-joinStyle
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*/
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//property alias joinStyle: path.joinStyle
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property int joinStyle: ShapePath.MiterJoin //workaround for regression in Qt 6.6.1 (QDS-11845)
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/*!
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\include CommonItemDescriptions.qdocinc component-capStyle
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*/
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//property alias capStyle: path.capStyle
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property int capStyle: ShapePath.FlatCap //workaround for regression in Qt 6.6.1 (QDS-11845)
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/*!
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\include CommonItemDescriptions.qdocinc {component-strokeStyle} {triangle}
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*/
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//property alias strokeStyle: path.strokeStyle
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property int strokeStyle: ShapePath.SolidLine //workaround for regression in Qt 6.6.1 (QDS-11845)
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/*!
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\include CommonItemDescriptions.qdocinc {component-fillColor} {triangle}
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*/
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property alias fillColor: path.fillColor
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/*!
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\include CommonItemDescriptions.qdocinc {component-dashOffset} {triangle}
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*/
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property alias dashOffset: path.dashOffset
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property int pLineXStart
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property int pLineXEnd
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property int pLineYStart
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property int pLineYEnd
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property point topIntersection1
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property point topIntersection2
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property point leftIntersection1
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property point leftIntersection2
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property point rightIntersection1
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property point rightIntersection2
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/*!
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\include CommonItemDescriptions.qdocinc {component-radius} {5}
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This property can be used together with the \l arcRadius property to determine the shape of the
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triangle.
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\sa arcRadius
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*/
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property int radius: 5
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/*!
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\include CommonItemDescriptions.qdocinc {component-radius} {5}
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This property can be used together with the \l radius property to
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determine the shape of the triangle.
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*/
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property real arcRadius: root.radius
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/*!
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The left margin between the triangle and the bounding rectangle.
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Setting the left and right margins makes the triangle thinner and moves it away from the edge.
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\sa rightMargin, topMargin, bottomMargin
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*/
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property real leftMargin: 0
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/*!
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The top margin between the triangle and the bounding rectangle.
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Setting the top and bottom margins makes the triangle lower and moves it away from the edge.
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\sa bottomMargin, leftMargin, rightMargin
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*/
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property real topMargin: 0
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/*!
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The right margin between the triangle and the bounding rectangle.
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Setting the left and right margins makes the triangle thinner and moves it away from the edge.
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\sa leftMargin, topMargin, bottomMargin
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*/
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property real rightMargin: 0
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/*!
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\qmlproperty real Triangle::bottomMargin
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The top margin between the triangle and the bounding rectangle.
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Setting the top and bottom margins makes the triangle shorter and moves it away from the edge.
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\sa topMargin, leftMargin, rightMargin
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*/
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property real bottomMargin: 0
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property int maxRadius: 0
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property bool __preferredRendererTypeAvailable: root.preferredRendererType !== undefined
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property bool __curveRendererActive: root.__preferredRendererTypeAvailable
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&& root.rendererType === Shape.CurveRenderer
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layer.enabled: root.antialiasing && !root.__curveRendererActive
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layer.smooth: root.antialiasing && !root.__curveRendererActive
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layer.samples: root.antialiasing && !root.__curveRendererActive ? 4 : 0
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// This is used to make the bounding box of the item a bit bigger so it will draw sharp edges
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// in case of large stroke width instead of cutting it off.
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Item {
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anchors.fill: parent
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anchors.margins: -root.strokeWidth
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}
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ShapePath {
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id: path
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//property real __width: root.width - root.strokeWidth - root.leftMargin - root.rightMargin
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//property real __height: root.height - root.strokeWidth - root.topMargin - root.bottomMargin
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//property real xOffset: root.strokeWidth / 2 + root.leftMargin
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//property real yOffset: root.strokeWidth / 2 + root.topMargin
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property real __width: root.width - root.leftMargin - root.rightMargin
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property real __height: root.height - root.topMargin - root.bottomMargin
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property real xOffset: root.leftMargin
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property real yOffset: root.topMargin
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strokeWidth: 4
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strokeColor: "red"
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capStyle: root.capStyle
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strokeStyle: root.strokeStyle
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joinStyle: root.joinStyle
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startX: root.topIntersection1.x + path.xOffset
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startY: root.topIntersection1.y + path.yOffset
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PathArc {
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radiusX: Math.max(root.arcRadius, 1)
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radiusY: Math.max(root.arcRadius, 1)
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x: root.topIntersection2.x + path.xOffset
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y: root.topIntersection2.y + path.yOffset
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}
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PathLine {
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x: root.rightIntersection1.x + path.xOffset
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y: root.rightIntersection1.y + path.yOffset
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}
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PathArc {
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radiusX: Math.max(root.arcRadius, 1)
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radiusY: Math.max(root.arcRadius, 1)
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x: root.rightIntersection2.x + path.xOffset
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y: root.rightIntersection2.y + path.yOffset
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}
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PathLine {
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x: root.leftIntersection1.x + path.xOffset
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y: root.leftIntersection1.y + path.yOffset
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}
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PathArc {
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radiusX: Math.max(root.arcRadius, 1)
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radiusY: Math.max(root.arcRadius, 1)
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x: root.leftIntersection2.x + path.xOffset
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y: root.leftIntersection2.y + path.yOffset
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}
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PathLine {
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x: root.topIntersection1.x + path.xOffset
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y: root.topIntersection1.y + path.yOffset
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}
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}
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onWidthChanged: root.calc()
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onHeightChanged: root.calc()
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onRadiusChanged: root.calc()
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onArcRadiusChanged: root.calc()
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onTopMarginChanged: root.calc()
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onBottomMarginChanged: root.calc()
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onLeftMarginChanged: root.calc()
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onRightMarginChanged: root.calc()
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Component.onCompleted: {
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// If preferredRendererType wasn't set initially make CurveRenderer the default
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if (root.__preferredRendererTypeAvailable && root.preferredRendererType === Shape.UnknownRenderer)
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root.preferredRendererType = Shape.CurveRenderer
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root.calc()
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}
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function length(x, y) {
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return Math.sqrt(x * x + y * y)
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}
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function normalize(x, y) {
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var l = length(x, y)
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return {
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x: x / l,
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y: y / l
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}
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}
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function dotProduct(x1, y1, x2, y2) {
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return x1 * x2 + y1 * y2;
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}
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function project(x1, y1, x2, y2) {
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var normalized = normalize(x1, y1)
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var dot = dotProduct(normalized.x, normalized.y, x2, y2)
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return {
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x: normalized.x * dot,
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y: normalized.y * dot
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}
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}
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function intersect(x1, y1, x2, y2, x3, y3, x4, y4) {
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var denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)
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var ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denom
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var ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denom
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return {
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x: x1 + ua * (x2 - x1),
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y: y1 + ua * (y2 - y1)
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};
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}
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function moveLine(startX, startY, endX, endY) {
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var angle = Math.atan2(endY - startY, endX - startX)
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var xOffset = Math.sin(angle) * Math.min(root.radius, root.maxRadius)
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var yOffset = -Math.cos(angle) * Math.min(root.radius, root.maxRadius)
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return {
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startX: startX + xOffset,
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startY: startY + yOffset,
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endX: endX + xOffset,
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endY: endY + yOffset
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};
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}
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function calc() {
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var movedLine1 = moveLine(path.__width / 2, 0, 0, path.__height)
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var movedLine2 = moveLine(path.__width, path.__height, path.__width / 2, 0)
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var movedLine3 = moveLine(0, path.__height, path.__width, path.__height)
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var lengthLine1 = Math.floor(root.length(movedLine1.endX - movedLine1.startX,
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movedLine1.endY - movedLine1.startY))
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var lengthLine2 = Math.floor(root.length(movedLine2.endX - movedLine2.startX,
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movedLine2.endY - movedLine2.startY))
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var lengthLine3 = Math.floor(root.length(movedLine3.endX - movedLine3.startX,
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movedLine3.endY - movedLine3.startY))
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var perimeter = lengthLine1 + lengthLine2 + lengthLine3
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var area = (path.__height) * (path.__width) * 0.5
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root.maxRadius = area * 2 / perimeter
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var intersectionTop = root.intersect(movedLine1.startX, movedLine1.startY,
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movedLine1.endX, movedLine1.endY,
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movedLine2.startX, movedLine2.startY,
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movedLine2.endX, movedLine2.endY)
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var intersectionLeft = root.intersect(movedLine1.startX, movedLine1.startY,
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movedLine1.endX, movedLine1.endY,
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movedLine3.startX, movedLine3.startY,
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movedLine3.endX, movedLine3.endY)
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var intersectionRight = root.intersect(movedLine2.startX, movedLine2.startY,
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movedLine2.endX, movedLine2.endY,
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movedLine3.startX, movedLine3.startY,
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movedLine3.endX, movedLine3.endY)
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var leftBottom = root.project(1, 0, intersectionLeft.x, intersectionLeft.y)
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var rightBottom = root.project(1, 0, intersectionRight.x, intersectionRight.y)
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root.leftIntersection1 = Qt.point(leftBottom.x, leftBottom.y + path.__height)
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root.rightIntersection2 = Qt.point(rightBottom.x, rightBottom.y + path.__height)
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var leftTop = root.project(-path.__width / 2 , path.__height,
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intersectionTop.x - path.__width / 2, intersectionTop.y)
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leftBottom = root.project(-path.__width / 2 , path.__height,
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intersectionLeft.x - path.__width / 2, intersectionLeft.y)
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root.leftIntersection2 = Qt.point(leftBottom.x + path.__width / 2, leftBottom.y)
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root.topIntersection1 = Qt.point(leftTop.x + path.__width / 2, leftTop.y)
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var rightTop = root.project(path.__width / 2 , path.__height,
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intersectionTop.x - path.__width / 2, intersectionTop.y)
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rightBottom = root.project(path.__width / 2 , path.__height,
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intersectionRight.x - path.__width / 2, intersectionRight.y)
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root.topIntersection2 = Qt.point(rightTop.x + path.__width / 2, rightTop.y)
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root.rightIntersection1 = Qt.point(rightBottom.x + path.__width / 2, rightBottom.y)
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}
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}
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