/**************************************************************************** ** ** Portions Copyright (C) 2012 Research In Motion Limited. ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Research In Motion Ltd. (http://www.rim.com/company/contact/) ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the examples of the BB10 Platform and is derived ** from a similar file that is part of the Qt Toolkit. ** ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Research In Motion, nor the name of Nokia ** Corporation and its Subsidiary(-ies), nor the names of its ** contributors may be used to endorse or promote products ** derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ****************************************************************************/ #include "renderer.hpp" #include <bb/cascades/AbsoluteLayoutProperties> using namespace ::bb::cascades; Renderer::Renderer(QObject *parent) : QObject(parent), m_active(false) { /** * We use only one RenderThread object in this example, so only one * image can be transformed at a time. */ m_thread = new RenderThread(); // Connect the signals of the render thread against our own slots. connect(m_thread, SIGNAL(finished()), this, SLOT(threadFinished())); connect(m_thread, SIGNAL(sendBlock(Block)), this, SLOT(addBlock(Block))); } void Renderer::setCanvas(bb::cascades::Container *container) { m_container = container; } void Renderer::loadImage(const QString &name) { // Remove all blocks (from a previous transformation) from the canvas container m_container->removeAll(); // Load the image from the file system and scale it down to 300x300 pixels QImage image; image.load(QString::fromLatin1("app/native/assets/images/%1").arg(name)); image = image.scaled(300, 300); // Start the transformation of the image m_thread->processImage(image); // Adapt the 'active' property to the new state m_active = true; emit activeChanged(); } void Renderer::stop() { // Trigger the abortion of the worker thread m_thread->stopProcess(); } void Renderer::addBlock(const Block &block) { /** * We represent each block by a 'pixel' Container object with the same * geometry and color as the block. * The pixel containers are placed on the canvas container. */ Container *pixel = new Container(m_container); pixel->setBackground(block.color()); pixel->setPreferredWidth(block.rect().width()); pixel->setPreferredHeight(block.rect().height()); AbsoluteLayoutProperties *properties = new AbsoluteLayoutProperties; properties->setPositionX(block.rect().x()); properties->setPositionY(block.rect().y()); pixel->setLayoutProperties(properties); } void Renderer::threadFinished() { // Reset the 'active' property whenever the worker thread has finished. m_active = false; emit activeChanged(); } bool Renderer::active() const { return m_active; }