Esempio n. 1
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    def updatePaintNode(self, oldNode: QSGGeometryNode, _):
        if oldNode == None:
            node = QSGGeometryNode()
            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), self._segment_count)
            geometry.setLineWidth(3)
            geometry.setDrawingMode(QSGGeometry.DrawLineStrip)
            node.setGeometry(geometry)
            node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(45, 100, 120))
            node.setMaterial(material)
            node.setFlag(QSGNode.OwnsMaterial)
        else:
            node = oldNode
            geometry = node.geometry()
            geometry.allocate(self._segment_count)

        itemSize = self.size()
        vertices = geometry.vertexDataAsPoint2D()

        x1 = self._p1.x()
        y1 = self._p1.y()
        vertices[0].set(x1, y1)

        x2 = self._p2.x()
        y2 = self._p2.y()
        vertices[1].set(x2, y2)

        print(vertices[1].x)

        node.markDirty(QSGNode.DirtyGeometry)

        return node
Esempio n. 2
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    def updatePaintNode(self, old_node, _):
        if not old_node:
            self.node = QSGGeometryNode()
            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                                   self.m_segment_count)
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.DrawLineStrip)
            self.node.setGeometry(geometry)
            self.node.setFlag(QSGNode.OwnsGeometry)
            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self.node.setMaterial(material)
            self.node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self.node.geometry()
            geometry.allocate(self.m_segment_count)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()
        for i in range(self.m_segment_count):
            t = i / (self.m_segment_count - 1)
            invt = 1 - t
            pos = invt * invt * invt * self.m_p1 \
                  + 3 * invt * invt * t * self.m_p2 \
                  + 3 * invt * t * t * self.m_p3 \
                  + t * t * t * self.m_p4

            vertices[i].set(pos.x() * w, pos.y() * h)

        self.node.markDirty(QSGNode.DirtyGeometry)

        return self.node
Esempio n. 3
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    def updatePaintNode(self, oldNode, nodeData):
        if self._root_node is None:
            self._root_node = QSGGeometryNode()

            geometry = QSGGeometry(
                QSGGeometry.defaultAttributes_Point2D(), self._segmentCount
            )
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
            self._root_node.setGeometry(geometry)
            self._root_node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self._root_node.setMaterial(material)
            self._root_node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self._root_node.geometry()
            geometry.allocate(self._segmentCount)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()

        for i in range(self._segmentCount):
            t = i / float(self._segmentCount - 1)
            invt = 1 - t

            pos = (
                invt * invt * invt * self._p1
                + 3 * invt * invt * t * self._p2
                + 3 * invt * t * t * self._p3
                + t * t * t * self._p4
            )

            vertices[i].set(pos.x() * w, pos.y() * h)

        self._root_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node
Esempio n. 4
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    def updatePaintNode(self, old_node, node_data):
        if self._container is None:
            return self._root_node

        if self._showsig_trig:
            self._showsig_trig = False
            if self._root_node is not None:
                self._root_node.removeAllChildNodes()
                del self._root_node
                self._root_node = None

        if self._root_node is None:
            self._root_node = QSGNode()
            for i in range(self._container.num_signals):
                # создаем ноды для рисования графиков
                transform_node = QSGTransformNode()
                transform_matrix = transform_node.matrix()
                transform_matrix.translate(0, self._lineshift_y * (2 * i + 1))
                transform_matrix.scale(self._xscales[i], -self._yscale)
                transform_node.setMatrix(transform_matrix)
                transform_node.markDirty(QSGNode.DirtyMatrix)

                geometry_node = QSGGeometryNode()
                geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                                       self._visible_signal_sizes[i])
                geometry.setLineWidth(1.0)
                geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
                geometry_node.setGeometry(geometry)
                geometry_node.setFlag(QSGNode.OwnsGeometry)

                material = QSGFlatColorMaterial()
                material.setColor(QColor("#4CAF50"))
                geometry_node.setMaterial(material)
                geometry_node.setFlag(QSGNode.OwnsMaterial)

                transform_node.appendChildNode(geometry_node)
                self._root_node.appendChildNode(transform_node)

        eeg_signals = self._container.signals
        fd = self._container.fd
        for i in range(self._container.num_signals):
            curr_signal = eeg_signals[i]
            curr_timeaxe = self._time_axes[i]
            curr_transform_node = self._root_node.childAtIndex(i)
            curr_geometry_node = curr_transform_node.firstChild()
            curr_geometry = curr_geometry_node.geometry()
            curr_vertexes = curr_geometry.vertexDataAsPoint2D()
            curr_shift = int(self._time_shift * fd[i])
            for j in range(self._visible_signal_sizes[i]):
                curr_vertexes[j].set(curr_timeaxe[j],
                                     curr_signal[j + curr_shift])
            curr_geometry_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node
Esempio n. 5
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    def updatePaintNode(self, paint_node, update_data):
        self._node = QSGGeometryNode()

        self._geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 6, 12)
        self._geometry.setDrawingMode(0x0004)
        self._geometry.vertexDataAsPoint2D()[0].set(self._corner_size, 0)
        self._geometry.vertexDataAsPoint2D()[1].set(0, self._corner_size)
        self._geometry.vertexDataAsPoint2D()[2].set(0, self.height())
        self._geometry.vertexDataAsPoint2D()[3].set(self.width() - self._corner_size, self.height())
        self._geometry.vertexDataAsPoint2D()[4].set(self.width(), self.height() - self._corner_size)
        self._geometry.vertexDataAsPoint2D()[5].set(self.width(), 0)

        self._geometry.indexDataAsUShort()[0] = 0
        self._geometry.indexDataAsUShort()[1] = 1
        self._geometry.indexDataAsUShort()[2] = 2

        self._geometry.indexDataAsUShort()[3] = 0
        self._geometry.indexDataAsUShort()[4] = 2
        self._geometry.indexDataAsUShort()[5] = 3

        self._geometry.indexDataAsUShort()[6] = 0
        self._geometry.indexDataAsUShort()[7] = 3
        self._geometry.indexDataAsUShort()[8] = 4

        self._geometry.indexDataAsUShort()[9] = 0
        self._geometry.indexDataAsUShort()[10] = 4
        self._geometry.indexDataAsUShort()[11] = 5

        self._node.setGeometry(self._geometry)

        self._material = QSGFlatColorMaterial()
        self._material.setColor(self._color)

        self._node.setMaterial(self._material)

        return self._node
Esempio n. 6
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    def updatePaintNode(self, oldNode, nodeData):
        if self._root_node is None:
            self._root_node = QSGGeometryNode()

            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                    self._segmentCount)
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
            self._root_node.setGeometry(geometry)
            self._root_node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self._root_node.setMaterial(material)
            self._root_node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self._root_node.geometry()
            geometry.allocate(self._segmentCount)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()

        for i in range(self._segmentCount):
            t = i / float(self._segmentCount - 1)
            invt = 1 - t

            pos = invt * invt * invt * self._p1 \
                    + 3 * invt * invt * t * self._p2 \
                    + 3 * invt * t * t * self._p3 \
                    + t * t * t * self._p4

            vertices[i].set(pos.x() * w, pos.y() * h)

        self._root_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node
Esempio n. 7
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    def updatePaintNode(self, paint_node, update_data):
        if paint_node is None:
            paint_node = QSGGeometryNode()

        geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 7, 9)
        geometry.setDrawingMode(QSGGeometry.GL_TRIANGLES)
        vertex_data = geometry.vertexDataAsPoint2D()
        vertex_data[0].set(0, 0)
        vertex_data[1].set(0, self.height())
        vertex_data[2].set(self.width(), self.height())
        vertex_data[3].set(self.width(), 0)

        # no arrow by default
        vertex_data[4].set(0, 0)
        vertex_data[5].set(0, 0)
        vertex_data[6].set(0, 0)

        target_offset = self._target - QPoint(self.x(), self.y())

        arrow_on_side = -1  # no arrow
        arrow_size = 0
        arrow_offset = 0

        if target_offset.x() >= 0 and target_offset.x() <= self.width():
            arrow_size = min(self._arrow_size, self.width() / 2)
            arrow_offset = max(
                arrow_size, min(self.width() - arrow_size, target_offset.x()))
            if target_offset.y() < 0:
                # top
                vertex_data[4].set(arrow_offset - arrow_size, 0)
                vertex_data[5].set(arrow_offset, -arrow_size)
                vertex_data[6].set(arrow_offset + arrow_size, 0)
                arrow_on_side = 0
            elif target_offset.y() > self.height():
                # bottom
                vertex_data[4].set(arrow_offset - arrow_size, self.height())
                vertex_data[5].set(arrow_offset, self.height() + arrow_size)
                vertex_data[6].set(arrow_offset + arrow_size, self.height())
                arrow_on_side = 2
        elif target_offset.y() >= 0 and target_offset.y() <= self.height():
            arrow_size = min(self._arrow_size, self.height() / 2)
            arrow_offset = max(
                arrow_size, min(self.height() - arrow_size, target_offset.y()))
            if target_offset.x() < 0:
                # left
                vertex_data[4].set(0, arrow_offset - arrow_size)
                vertex_data[5].set(-arrow_size, arrow_offset)
                vertex_data[6].set(0, arrow_offset + arrow_size)
                arrow_on_side = 3
            elif target_offset.x() > self.width():
                # right
                vertex_data[4].set(self.width(), arrow_offset - arrow_size)
                vertex_data[5].set(self.width() + arrow_size, arrow_offset)
                vertex_data[6].set(self.width(), arrow_offset + arrow_size)
                arrow_on_side = 1

        index_data = geometry.indexDataAsUShort()
        index_data[0] = 0
        index_data[1] = 1
        index_data[2] = 2

        index_data[3] = 0
        index_data[4] = 2
        index_data[5] = 3

        index_data[6] = 4
        index_data[7] = 5
        index_data[8] = 6

        paint_node.setGeometry(geometry)

        material = QSGFlatColorMaterial()
        material.setColor(self._color)

        paint_node.setMaterial(material)

        if self._border_width > 0:
            if paint_node.childCount() == 0:
                paint_node.appendChildNode(QSGGeometryNode())
            border_node = paint_node.firstChild()

            border_vertices = []
            border_vertices.append((0, 0))
            if arrow_on_side == 0:
                border_vertices.append((arrow_offset - arrow_size, 0))
                border_vertices.append((arrow_offset, -arrow_size))
                border_vertices.append((arrow_offset + arrow_size, 0))
            border_vertices.append((self.width(), 0))
            if arrow_on_side == 1:
                border_vertices.append(
                    (self.width(), arrow_offset - arrow_size))
                border_vertices.append(
                    (self.width() + arrow_size, arrow_offset))
                border_vertices.append(
                    (self.width(), arrow_offset + arrow_size))
            border_vertices.append((self.width(), self.height()))
            if arrow_on_side == 2:
                border_vertices.append(
                    (arrow_offset + arrow_size, self.height()))
                border_vertices.append(
                    (arrow_offset, self.height() + arrow_size))
                border_vertices.append(
                    (arrow_offset - arrow_size, self.height()))
            border_vertices.append((0, self.height()))
            if arrow_on_side == 3:
                border_vertices.append((0, arrow_offset + arrow_size))
                border_vertices.append((-arrow_size, arrow_offset))
                border_vertices.append((0, arrow_offset - arrow_size))

            border_geometry = QSGGeometry(
                QSGGeometry.defaultAttributes_Point2D(),
                2 * len(border_vertices), 0)
            border_geometry.setDrawingMode(QSGGeometry.GL_LINES)
            border_geometry.setLineWidth(self._border_width)

            border_vertex_data = border_geometry.vertexDataAsPoint2D()
            for index in range(len(border_vertices)):
                start_vertex = border_vertices[index]
                end_vertex = border_vertices[index + 1] if index < len(
                    border_vertices) - 1 else border_vertices[0]
                border_vertex_data[2 * index].set(start_vertex[0],
                                                  start_vertex[1])
                border_vertex_data[2 * index + 1].set(end_vertex[0],
                                                      end_vertex[1])

            border_node.setGeometry(border_geometry)

            border_material = QSGFlatColorMaterial()
            border_material.setColor(self._border_color)

            border_node.setMaterial(border_material)
        else:
            border_node = None
            border_geometry = None
            border_material = None
            paint_node.removeAllChildNodes()

        # For PyQt 5.4, I need to store these otherwise they will be garbage collected before rendering
        # and never show up, but otherwise never crash.
        self._node = paint_node
        self._geometry = geometry
        self._material = material
        self._border_node = border_node
        self._border_geometry = border_geometry
        self._border_material = border_material

        return paint_node
Esempio n. 8
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    def updatePaintNode(self, paint_node, update_data):
        if paint_node is None:
            paint_node = QSGGeometryNode()

        geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 6, 12)
        geometry.setDrawingMode(QSGGeometry.GL_TRIANGLES)
        geometry.vertexDataAsPoint2D()[0].set(self._corner_size, 0)
        geometry.vertexDataAsPoint2D()[1].set(0, self._corner_size)
        geometry.vertexDataAsPoint2D()[2].set(0, self.height())
        geometry.vertexDataAsPoint2D()[3].set(self.width() - self._corner_size, self.height())
        geometry.vertexDataAsPoint2D()[4].set(self.width(), self.height() - self._corner_size)
        geometry.vertexDataAsPoint2D()[5].set(self.width(), 0)

        geometry.indexDataAsUShort()[0] = 0
        geometry.indexDataAsUShort()[1] = 1
        geometry.indexDataAsUShort()[2] = 2

        geometry.indexDataAsUShort()[3] = 0
        geometry.indexDataAsUShort()[4] = 2
        geometry.indexDataAsUShort()[5] = 3

        geometry.indexDataAsUShort()[6] = 0
        geometry.indexDataAsUShort()[7] = 3
        geometry.indexDataAsUShort()[8] = 4

        geometry.indexDataAsUShort()[9] = 0
        geometry.indexDataAsUShort()[10] = 4
        geometry.indexDataAsUShort()[11] = 5

        paint_node.setGeometry(geometry)

        material = QSGFlatColorMaterial()
        material.setColor(self._color)

        paint_node.setMaterial(material)

        # For PyQt 5.4, I need to store these otherwise they will be garbage collected before rendering
        # and never show up, but otherwise never crash.
        self._paint_node = paint_node
        self._geometry = geometry
        self._material = material

        return paint_node
Esempio n. 9
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    def updatePaintNode(self, paint_node, update_data):
        if paint_node is None:
            paint_node = QSGGeometryNode()

        geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 7, 9)
        geometry.setDrawingMode(QSGGeometry.GL_TRIANGLES)
        geometry.vertexDataAsPoint2D()[0].set(0, 0)
        geometry.vertexDataAsPoint2D()[1].set(0, self.height())
        geometry.vertexDataAsPoint2D()[2].set(self.width(), self.height())
        geometry.vertexDataAsPoint2D()[3].set(self.width(), 0)
        
        # no arrow by default
        geometry.vertexDataAsPoint2D()[4].set(0, 0)
        geometry.vertexDataAsPoint2D()[5].set(0, 0)
        geometry.vertexDataAsPoint2D()[6].set(0, 0)

        target_offset = self._target - QPoint(self.x(), self.y())

        if target_offset.x() >= 0 and target_offset.x() <= self.width():
            arrow_size = min(self._arrow_size, self.width()/2)
            arrow_offset = max(arrow_size, min(self.width() - arrow_size, target_offset.x()))
            if target_offset.y() < 0:
                # top
                geometry.vertexDataAsPoint2D()[4].set(arrow_offset - arrow_size, 0)
                geometry.vertexDataAsPoint2D()[5].set(arrow_offset, - arrow_size)
                geometry.vertexDataAsPoint2D()[6].set(arrow_offset + arrow_size, 0)
            elif target_offset.y() > self.height():
                # bottom
                geometry.vertexDataAsPoint2D()[4].set(arrow_offset - arrow_size, self.height())
                geometry.vertexDataAsPoint2D()[5].set(arrow_offset, self.height() +arrow_size)
                geometry.vertexDataAsPoint2D()[6].set(arrow_offset + arrow_size, self.height())
        elif target_offset.y() >= 0 and target_offset.y() <= self.height():
            arrow_size = min(self._arrow_size, self.height()/2)
            arrow_offset = max(arrow_size, min(self.height() - arrow_size, target_offset.y()))
            if target_offset.x() < 0:
                # left
                geometry.vertexDataAsPoint2D()[4].set(0, arrow_offset - arrow_size)
                geometry.vertexDataAsPoint2D()[5].set(-arrow_size, arrow_offset)
                geometry.vertexDataAsPoint2D()[6].set(0, arrow_offset + arrow_size)
            elif target_offset.x() > self.width():
                # right
                geometry.vertexDataAsPoint2D()[4].set(self.width(), arrow_offset - arrow_size)
                geometry.vertexDataAsPoint2D()[5].set(self.width() + arrow_size, arrow_offset)
                geometry.vertexDataAsPoint2D()[6].set(self.width(), arrow_offset + arrow_size)
                
        geometry.indexDataAsUShort()[0] = 0
        geometry.indexDataAsUShort()[1] = 1
        geometry.indexDataAsUShort()[2] = 2

        geometry.indexDataAsUShort()[3] = 0
        geometry.indexDataAsUShort()[4] = 2
        geometry.indexDataAsUShort()[5] = 3

        geometry.indexDataAsUShort()[6] = 4
        geometry.indexDataAsUShort()[7] = 5
        geometry.indexDataAsUShort()[8] = 6

        paint_node.setGeometry(geometry)

        material = QSGFlatColorMaterial()
        material.setColor(self._color)

        paint_node.setMaterial(material)

        # For PyQt 5.4, I need to store these otherwise they will be garbage collected before rendering
        # and never show up, but otherwise never crash.
        self._paint_node = paint_node
        self._geometry = geometry
        self._material = material

        return paint_node
    def updatePaintNode(self, paint_node, update_data):
        if paint_node is None:
            paint_node = QSGGeometryNode()

        geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 7, 9)
        geometry.setDrawingMode(QSGGeometry.GL_TRIANGLES)
        geometry.vertexDataAsPoint2D()[0].set(0, 0)
        geometry.vertexDataAsPoint2D()[1].set(0, self.height())
        geometry.vertexDataAsPoint2D()[2].set(self.width(), self.height())
        geometry.vertexDataAsPoint2D()[3].set(self.width(), 0)

        # no arrow by default
        geometry.vertexDataAsPoint2D()[4].set(0, 0)
        geometry.vertexDataAsPoint2D()[5].set(0, 0)
        geometry.vertexDataAsPoint2D()[6].set(0, 0)

        target_offset = self._target - QPoint(self.x(), self.y())

        if target_offset.x() >= 0 and target_offset.x() <= self.width():
            arrow_size = min(self._arrow_size, self.width() / 2)
            arrow_offset = max(
                arrow_size, min(self.width() - arrow_size, target_offset.x()))
            if target_offset.y() < 0:
                # top
                geometry.vertexDataAsPoint2D()[4].set(
                    arrow_offset - arrow_size, 0)
                geometry.vertexDataAsPoint2D()[5].set(arrow_offset,
                                                      -arrow_size)
                geometry.vertexDataAsPoint2D()[6].set(
                    arrow_offset + arrow_size, 0)
            elif target_offset.y() > self.height():
                # bottom
                geometry.vertexDataAsPoint2D()[4].set(
                    arrow_offset - arrow_size, self.height())
                geometry.vertexDataAsPoint2D()[5].set(
                    arrow_offset,
                    self.height() + arrow_size)
                geometry.vertexDataAsPoint2D()[6].set(
                    arrow_offset + arrow_size, self.height())
        elif target_offset.y() >= 0 and target_offset.y() <= self.height():
            arrow_size = min(self._arrow_size, self.height() / 2)
            arrow_offset = max(
                arrow_size, min(self.height() - arrow_size, target_offset.y()))
            if target_offset.x() < 0:
                # left
                geometry.vertexDataAsPoint2D()[4].set(
                    0, arrow_offset - arrow_size)
                geometry.vertexDataAsPoint2D()[5].set(-arrow_size,
                                                      arrow_offset)
                geometry.vertexDataAsPoint2D()[6].set(
                    0, arrow_offset + arrow_size)
            elif target_offset.x() > self.width():
                # right
                geometry.vertexDataAsPoint2D()[4].set(
                    self.width(), arrow_offset - arrow_size)
                geometry.vertexDataAsPoint2D()[5].set(
                    self.width() + arrow_size, arrow_offset)
                geometry.vertexDataAsPoint2D()[6].set(
                    self.width(), arrow_offset + arrow_size)

        geometry.indexDataAsUShort()[0] = 0
        geometry.indexDataAsUShort()[1] = 1
        geometry.indexDataAsUShort()[2] = 2

        geometry.indexDataAsUShort()[3] = 0
        geometry.indexDataAsUShort()[4] = 2
        geometry.indexDataAsUShort()[5] = 3

        geometry.indexDataAsUShort()[6] = 4
        geometry.indexDataAsUShort()[7] = 5
        geometry.indexDataAsUShort()[8] = 6

        paint_node.setGeometry(geometry)

        material = QSGFlatColorMaterial()
        material.setColor(self._color)

        paint_node.setMaterial(material)

        # For PyQt 5.4, I need to store these otherwise they will be garbage collected before rendering
        # and never show up, but otherwise never crash.
        self._paint_node = paint_node
        self._geometry = geometry
        self._material = material

        return paint_node
Esempio n. 11
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class AngledCornerRectangle(QQuickItem):
    def __init__(self, parent = None):
        super().__init__(parent)

        self.setFlag(QQuickItem.ItemHasContents)

        self._corner_size = 0
        self._color = QColor(255, 255, 255, 255)

        self._geometry = None
        self._material = None
        self._node = None

    def getCornerSize(self):
        return self._corner_size

    def setCornerSize(self, size):
        if size != self._corner_size:
            self._corner_size = size
            self.update()
            self.cornerSizeChanged.emit()

    cornerSizeChanged = pyqtSignal()
    cornerSize = pyqtProperty(float, fget=getCornerSize, fset=setCornerSize, notify=cornerSizeChanged)

    def setColor(self, color):
        if color != self._color:
            self._color = color
            self.update()
            self.colorChanged.emit()

    colorChanged = pyqtSignal()

    @pyqtProperty(QColor, fset=setColor, notify=colorChanged)
    def color(self):
        return self._color

    def updatePaintNode(self, paint_node, update_data):
        self._node = QSGGeometryNode()

        self._geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 6, 12)
        self._geometry.setDrawingMode(0x0004)
        self._geometry.vertexDataAsPoint2D()[0].set(self._corner_size, 0)
        self._geometry.vertexDataAsPoint2D()[1].set(0, self._corner_size)
        self._geometry.vertexDataAsPoint2D()[2].set(0, self.height())
        self._geometry.vertexDataAsPoint2D()[3].set(self.width() - self._corner_size, self.height())
        self._geometry.vertexDataAsPoint2D()[4].set(self.width(), self.height() - self._corner_size)
        self._geometry.vertexDataAsPoint2D()[5].set(self.width(), 0)

        self._geometry.indexDataAsUShort()[0] = 0
        self._geometry.indexDataAsUShort()[1] = 1
        self._geometry.indexDataAsUShort()[2] = 2

        self._geometry.indexDataAsUShort()[3] = 0
        self._geometry.indexDataAsUShort()[4] = 2
        self._geometry.indexDataAsUShort()[5] = 3

        self._geometry.indexDataAsUShort()[6] = 0
        self._geometry.indexDataAsUShort()[7] = 3
        self._geometry.indexDataAsUShort()[8] = 4

        self._geometry.indexDataAsUShort()[9] = 0
        self._geometry.indexDataAsUShort()[10] = 4
        self._geometry.indexDataAsUShort()[11] = 5

        self._node.setGeometry(self._geometry)

        self._material = QSGFlatColorMaterial()
        self._material.setColor(self._color)

        self._node.setMaterial(self._material)

        return self._node
Esempio n. 12
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    def updatePaintNode(self, paint_node, update_data):
        if paint_node is None:
            paint_node = QSGGeometryNode()

        geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), 6, 12)
        geometry.setDrawingMode(QSGGeometry.GL_TRIANGLES)
        geometry.vertexDataAsPoint2D()[0].set(self._corner_size, 0)
        geometry.vertexDataAsPoint2D()[1].set(0, self._corner_size)
        geometry.vertexDataAsPoint2D()[2].set(0, self.height())
        geometry.vertexDataAsPoint2D()[3].set(self.width() - self._corner_size,
                                              self.height())
        geometry.vertexDataAsPoint2D()[4].set(
            self.width(),
            self.height() - self._corner_size)
        geometry.vertexDataAsPoint2D()[5].set(self.width(), 0)

        geometry.indexDataAsUShort()[0] = 0
        geometry.indexDataAsUShort()[1] = 1
        geometry.indexDataAsUShort()[2] = 2

        geometry.indexDataAsUShort()[3] = 0
        geometry.indexDataAsUShort()[4] = 2
        geometry.indexDataAsUShort()[5] = 3

        geometry.indexDataAsUShort()[6] = 0
        geometry.indexDataAsUShort()[7] = 3
        geometry.indexDataAsUShort()[8] = 4

        geometry.indexDataAsUShort()[9] = 0
        geometry.indexDataAsUShort()[10] = 4
        geometry.indexDataAsUShort()[11] = 5

        paint_node.setGeometry(geometry)

        material = QSGFlatColorMaterial()
        material.setColor(self._color)

        paint_node.setMaterial(material)

        # For PyQt 5.4, I need to store these otherwise they will be garbage collected before rendering
        # and never show up, but otherwise never crash.
        self._paint_node = paint_node
        self._geometry = geometry
        self._material = material

        return paint_node