05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
541 lines
16 KiB
C++
541 lines
16 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "glwidget.h"
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#include <QPainter>
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#include <QPaintEngine>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QRandomGenerator>
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#include <QCoreApplication>
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#include <qmath.h>
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#include "mainwindow.h"
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#include "bubble.h"
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const int bubbleNum = 8;
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#ifndef GL_SRGB8_ALPHA8
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#define GL_SRGB8_ALPHA8 0x8C43
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#endif
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GLWidget::GLWidget(MainWindow *maybeMainWindow, const QColor &background)
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: m_mainWindow(maybeMainWindow),
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m_background(background)
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{
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setMinimumSize(300, 250);
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if (QCoreApplication::arguments().contains(QStringLiteral("--srgb")))
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setTextureFormat(GL_SRGB8_ALPHA8);
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}
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GLWidget::~GLWidget()
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{
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reset();
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}
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void GLWidget::reset()
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{
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qDeleteAll(m_bubbles);
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// Leave everything in a state suitable for a subsequent call to
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// initialize(). This matters when coming from the context's
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// aboutToBeDestroyed signal, would not matter when invoked from the
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// destructor.
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m_bubbles.clear();
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// And now release all OpenGL resources.
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makeCurrent();
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delete m_texture;
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m_texture = nullptr;
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delete m_program1;
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m_program1 = nullptr;
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delete m_program2;
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m_program2 = nullptr;
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delete m_vshader1;
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m_vshader1 = nullptr;
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delete m_fshader1;
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m_fshader1 = nullptr;
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delete m_vshader2;
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m_vshader2 = nullptr;
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delete m_fshader2;
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m_fshader2 = nullptr;
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m_vbo1.destroy();
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m_vbo2.destroy();
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doneCurrent();
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// We are done with the current QOpenGLContext, forget it. If there is a
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// subsequent initialize(), that will then connect to the new context.
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QObject::disconnect(m_contextWatchConnection);
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}
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void GLWidget::setScaling(int scale)
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{
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if (scale > 30)
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m_fScale = 1 + qreal(scale - 30) / 30 * 0.25;
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else if (scale < 30)
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m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25);
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else
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m_fScale = 1;
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}
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void GLWidget::setLogo()
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{
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m_qtLogo = true;
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}
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void GLWidget::setTexture()
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{
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m_qtLogo = false;
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}
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void GLWidget::setShowBubbles(bool bubbles)
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{
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m_showBubbles = bubbles;
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}
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void GLWidget::paintQtLogo()
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{
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m_program1->enableAttributeArray(m_vertexAttr1);
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m_program1->enableAttributeArray(m_normalAttr1);
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m_vbo1.bind();
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// The data in the buffer is placed like this:
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// vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ...
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m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
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m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
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m_vbo1.release();
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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m_program1->disableAttributeArray(m_normalAttr1);
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m_program1->disableAttributeArray(m_vertexAttr1);
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}
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void GLWidget::paintTexturedCube()
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{
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m_texture->bind();
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if (!m_vbo2.isCreated()) {
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static GLfloat afVertices[] = {
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-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
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0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
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-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
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0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
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0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
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0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
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-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
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-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
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0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
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-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
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0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
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};
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static GLfloat afTexCoord[] = {
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
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1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
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0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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GLfloat afNormals[] = {
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0,0,-1, 0,0,-1, 0,0,-1,
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0,0,-1, 0,0,-1, 0,0,-1,
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0,0,1, 0,0,1, 0,0,1,
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0,0,1, 0,0,1, 0,0,1,
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-1,0,0, -1,0,0, -1,0,0,
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-1,0,0, -1,0,0, -1,0,0,
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1,0,0, 1,0,0, 1,0,0,
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1,0,0, 1,0,0, 1,0,0,
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0,-1,0, 0,-1,0, 0,-1,0,
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0,-1,0, 0,-1,0, 0,-1,0,
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0,1,0, 0,1,0, 0,1,0,
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0,1,0, 0,1,0, 0,1,0
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};
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m_vbo2.create();
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m_vbo2.bind();
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m_vbo2.allocate(36 * 8 * sizeof(GLfloat));
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m_vbo2.write(0, afVertices, sizeof(afVertices));
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m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord));
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m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals));
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m_vbo2.release();
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}
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m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0
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m_program2->enableAttributeArray(m_vertexAttr2);
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m_program2->enableAttributeArray(m_normalAttr2);
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m_program2->enableAttributeArray(m_texCoordAttr2);
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m_vbo2.bind();
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// In the buffer we first have 36 vertices (3 floats for each), then 36 texture
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// coordinates (2 floats for each), then 36 normals (3 floats for each).
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m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3);
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m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2);
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m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3);
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m_vbo2.release();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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m_program2->disableAttributeArray(m_vertexAttr2);
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m_program2->disableAttributeArray(m_normalAttr2);
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m_program2->disableAttributeArray(m_texCoordAttr2);
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}
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void GLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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m_texture = new QOpenGLTexture(QImage(":/qt.png"));
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m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex);
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const char *vsrc1 =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = vec3(0.40, 1.0, 0.0);\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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m_vshader1->compileSourceCode(vsrc1);
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m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment);
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const char *fsrc1 =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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m_fshader1->compileSourceCode(fsrc1);
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m_program1 = new QOpenGLShaderProgram;
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m_program1->addShader(m_vshader1);
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m_program1->addShader(m_fshader1);
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m_program1->link();
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m_vertexAttr1 = m_program1->attributeLocation("vertex");
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m_normalAttr1 = m_program1->attributeLocation("normal");
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m_matrixUniform1 = m_program1->uniformLocation("matrix");
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m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex);
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const char *vsrc2 =
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"attribute highp vec4 vertex;\n"
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"attribute highp vec4 texCoord;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying highp vec4 texc;\n"
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"varying mediump float angle;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" angle = max(dot(normal, toLight), 0.0);\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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m_vshader2->compileSourceCode(vsrc2);
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m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment);
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const char *fsrc2 =
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"varying highp vec4 texc;\n"
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"uniform sampler2D tex;\n"
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"varying mediump float angle;\n"
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"void main(void)\n"
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"{\n"
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" highp vec3 color = texture2D(tex, texc.st).rgb;\n"
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" color = color * 0.2 + color * 0.8 * angle;\n"
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" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
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"}\n";
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m_fshader2->compileSourceCode(fsrc2);
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m_program2 = new QOpenGLShaderProgram;
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m_program2->addShader(m_vshader2);
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m_program2->addShader(m_fshader2);
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m_program2->link();
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m_vertexAttr2 = m_program2->attributeLocation("vertex");
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m_normalAttr2 = m_program2->attributeLocation("normal");
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m_texCoordAttr2 = m_program2->attributeLocation("texCoord");
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m_matrixUniform2 = m_program2->uniformLocation("matrix");
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m_textureUniform2 = m_program2->uniformLocation("tex");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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// Use a vertex buffer object. Client-side pointers are old-school and should be avoided.
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m_vbo1.create();
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m_vbo1.bind();
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// For the cube all the data belonging to the texture coordinates and
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// normals is placed separately, after the vertices. Here, for the Qt logo,
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// let's do something different and potentially more efficient: create a
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// properly interleaved data set.
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const int vertexCount = m_vertices.count();
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QList<GLfloat> buf;
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buf.resize(vertexCount * 3 * 2);
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GLfloat *p = buf.data();
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for (int i = 0; i < vertexCount; ++i) {
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*p++ = m_vertices[i].x();
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*p++ = m_vertices[i].y();
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*p++ = m_vertices[i].z();
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*p++ = m_normals[i].x();
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*p++ = m_normals[i].y();
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*p++ = m_normals[i].z();
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}
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m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat));
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m_vbo1.release();
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createBubbles(bubbleNum - m_bubbles.count());
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// A well-behaved QOpenGLWidget releases OpenGL resources not only upon
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// destruction, but also when the associated OpenGL context disappears. If
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// the widget continues to exist, the context's destruction will be
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// followed by a call to initialize(). This is not strictly mandatory in
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// widgets that never change their parents.
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m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); });
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}
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void GLWidget::paintGL()
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{
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createBubbles(bubbleNum - m_bubbles.count());
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QPainter painter;
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painter.begin(this);
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painter.beginNativePainting();
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glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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if (m_qtLogo) {
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m_program1->bind();
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m_program1->setUniformValue(m_matrixUniform1, modelview);
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paintQtLogo();
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m_program1->release();
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} else {
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m_program2->bind();
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m_program2->setUniformValue(m_matrixUniform2, modelview);
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paintTexturedCube();
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m_program2->release();
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}
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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painter.endNativePainting();
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if (m_showBubbles) {
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for (Bubble *bubble : qAsConst(m_bubbles))
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bubble->drawBubble(&painter);
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}
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if (const int elapsed = m_time.elapsed()) {
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QString framesPerSecond;
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framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2);
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painter.setPen(m_transparent ? Qt::black : Qt::white);
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painter.drawText(20, 40, framesPerSecond + " paintGL calls / s");
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}
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painter.end();
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for (Bubble *bubble : qAsConst(m_bubbles))
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bubble->move(rect());
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if (!(m_frames % 100)) {
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m_time.start();
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m_frames = 0;
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}
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m_fAngle += 1.0f;
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++m_frames;
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// When requested, follow the ideal way to animate: Rely on
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// blocking swap and just schedule updates continuously.
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if (!m_mainWindow || !m_mainWindow->timerEnabled())
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update();
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}
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void GLWidget::createBubbles(int number)
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{
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for (int i = 0; i < number; ++i) {
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QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)),
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height()*(0.1 + QRandomGenerator::global()->bounded(0.8)));
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qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875));
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QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)),
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height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)));
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m_bubbles.append(new Bubble(position, radius, velocity));
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}
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}
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void GLWidget::createGeometry()
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{
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m_vertices.clear();
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m_normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const int NumSectors = 100;
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const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
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for (int i = 0; i < NumSectors; ++i) {
|
|
qreal angle = i * sectorAngle;
|
|
qreal x5 = 0.30 * sin(angle);
|
|
qreal y5 = 0.30 * cos(angle);
|
|
qreal x6 = 0.20 * sin(angle);
|
|
qreal y6 = 0.20 * cos(angle);
|
|
|
|
angle += sectorAngle;
|
|
qreal x7 = 0.20 * sin(angle);
|
|
qreal y7 = 0.20 * cos(angle);
|
|
qreal x8 = 0.30 * sin(angle);
|
|
qreal y8 = 0.30 * cos(angle);
|
|
|
|
quad(x5, y5, x6, y6, x7, y7, x8, y8);
|
|
|
|
extrude(x6, y6, x7, y7);
|
|
extrude(x8, y8, x5, y5);
|
|
}
|
|
|
|
for (int i = 0;i < m_vertices.size();i++)
|
|
m_vertices[i] *= 2.0f;
|
|
}
|
|
|
|
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
|
|
{
|
|
m_vertices << QVector3D(x1, y1, -0.05f);
|
|
m_vertices << QVector3D(x2, y2, -0.05f);
|
|
m_vertices << QVector3D(x4, y4, -0.05f);
|
|
|
|
m_vertices << QVector3D(x3, y3, -0.05f);
|
|
m_vertices << QVector3D(x4, y4, -0.05f);
|
|
m_vertices << QVector3D(x2, y2, -0.05f);
|
|
|
|
QVector3D n = QVector3D::normal
|
|
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
|
|
m_vertices << QVector3D(x4, y4, 0.05f);
|
|
m_vertices << QVector3D(x2, y2, 0.05f);
|
|
m_vertices << QVector3D(x1, y1, 0.05f);
|
|
|
|
m_vertices << QVector3D(x2, y2, 0.05f);
|
|
m_vertices << QVector3D(x4, y4, 0.05f);
|
|
m_vertices << QVector3D(x3, y3, 0.05f);
|
|
|
|
n = QVector3D::normal
|
|
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
}
|
|
|
|
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
|
|
{
|
|
m_vertices << QVector3D(x1, y1, +0.05f);
|
|
m_vertices << QVector3D(x2, y2, +0.05f);
|
|
m_vertices << QVector3D(x1, y1, -0.05f);
|
|
|
|
m_vertices << QVector3D(x2, y2, -0.05f);
|
|
m_vertices << QVector3D(x1, y1, -0.05f);
|
|
m_vertices << QVector3D(x2, y2, +0.05f);
|
|
|
|
QVector3D n = QVector3D::normal
|
|
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
|
|
m_normals << n;
|
|
m_normals << n;
|
|
m_normals << n;
|
|
}
|
|
|
|
void GLWidget::setTransparent(bool transparent)
|
|
{
|
|
setAttribute(Qt::WA_AlwaysStackOnTop, transparent);
|
|
m_transparent = transparent;
|
|
// Call update() on the top-level window after toggling AlwayStackOnTop to make sure
|
|
// the entire backingstore is updated accordingly.
|
|
window()->update();
|
|
}
|
|
|
|
void GLWidget::resizeGL(int, int)
|
|
{
|
|
if (m_mainWindow) {
|
|
if (!m_btn) {
|
|
m_btn = new QPushButton("\nAdd widget\n", this);
|
|
connect(m_btn, &QPushButton::clicked, this, [this] { m_mainWindow->addNew(); });
|
|
}
|
|
m_btn->move(20, 80);
|
|
if (!m_btn2) {
|
|
m_btn2 = new QPushButton("\nI prefer tabbed widgets\n", this);
|
|
connect(m_btn2, &QPushButton::clicked, this, [this] { m_mainWindow->showNewWindow(); });
|
|
}
|
|
m_btn2->move(20, 160);
|
|
}
|
|
}
|