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authorBjørn Erik Nilsen <bjorn.nilsen@nokia.com>2009-08-21 15:49:25 (GMT)
committerBjørn Erik Nilsen <bjorn.nilsen@nokia.com>2009-08-21 16:04:18 (GMT)
commit06d43c3a1ded89dc91336daa467d75f4fb3ad414 (patch)
tree0741075794a26b59c616c24baa30f704e70e2a8d /src/gui/effects/qgraphicseffect.cpp
parentfdc159ad6fd03d0e179e7dde7fe47e592936573c (diff)
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Add QGraphicsOpacityEffect.
This is a common effect that many many customers have asked for. Reviewed-by: Samuel
Diffstat (limited to 'src/gui/effects/qgraphicseffect.cpp')
-rw-r--r--src/gui/effects/qgraphicseffect.cpp57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/gui/effects/qgraphicseffect.cpp b/src/gui/effects/qgraphicseffect.cpp
index 949922a..0653204 100644
--- a/src/gui/effects/qgraphicseffect.cpp
+++ b/src/gui/effects/qgraphicseffect.cpp
@@ -64,6 +64,7 @@
\o QGraphicsPixelizeEffect - pixelizes the item with any pixel size
\o QGraphicsBlurEffect - blurs the item by a given radius
\o QGraphicsDropShadowEffect - renders a dropshadow behind the item
+ \o QGraphicsBlurEffect - renders the item with an opacity
\endlist
If all you want is to add an effect to an item, you should visit the
@@ -568,5 +569,61 @@ void QGraphicsDropShadowEffect::draw(QPainter *painter, QGraphicsEffectSource *s
painter->setWorldTransform(restoreTransform);
}
+QGraphicsOpacityEffect::QGraphicsOpacityEffect(QObject *parent)
+ : QGraphicsEffect(*new QGraphicsOpacityEffectPrivate, parent)
+{
+}
+
+QGraphicsOpacityEffect::~QGraphicsOpacityEffect()
+{
+}
+
+qreal QGraphicsOpacityEffect::opacity() const
+{
+ Q_D(const QGraphicsOpacityEffect);
+ return d->opacity;
+}
+
+void QGraphicsOpacityEffect::setOpacity(qreal opacity)
+{
+ Q_D(QGraphicsOpacityEffect);
+ if (qFuzzyCompare(d->opacity, opacity))
+ return;
+ d->opacity = opacity;
+ emit opacityChanged(opacity);
+}
+
+void QGraphicsOpacityEffect::draw(QPainter *painter, QGraphicsEffectSource *source)
+{
+ Q_D(QGraphicsOpacityEffect);
+
+ // Transparent; nothing to draw.
+ if (qFuzzyIsNull(d->opacity))
+ return;
+
+ // Opaque; draw directly without going through a pixmap.
+ if (qFuzzyIsNull(d->opacity - 1)) {
+ source->draw(painter);
+ return;
+ }
+
+ painter->save();
+ painter->setOpacity(d->opacity);
+
+ QPoint offset;
+ if (source->isPixmap()) {
+ // No point in drawing in device coordinates (pixmap will be scaled anyways).
+ const QPixmap pixmap = source->pixmap(Qt::LogicalCoordinates, &offset);
+ painter->drawPixmap(offset, pixmap);
+ } else {
+ // Draw pixmap in device coordinates to avoid pixmap scaling;
+ const QPixmap pixmap = source->pixmap(Qt::DeviceCoordinates, &offset);
+ painter->setWorldTransform(QTransform());
+ painter->drawPixmap(offset, pixmap);
+ }
+
+ painter->restore();
+}
+
QT_END_NAMESPACE