qml扇形角度动态渲染控件封装

qml扇形角度动态渲染控件封装原文 qml 扇形角度动态渲染控件封装 import QtQuick 2 0 Item id root property url imagePath property alias effectWidth displayEffec width property alias effectHeight displayEffec

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原文:qml扇形角度动态渲染控件封装

 

import QtQuick 2.0 Item { id:root property url imagePath property alias effectWidth:displayEffect.width property alias effectHeight: displayEffect.height property alias curOffset: displayEffect.offsetVal property real originX:effectWidth/2 property real originY:effectHeight/2 property real beginAngle:360.0 property real endAngle:0.0 property int durTime:2000 property real curentAngle:0 property real derection: endAngle-beginAngle property alias angle: animation.angle Image { id: srcImg visible: false source: imagePath } ShaderEffect { id: displayEffect width: srcImg.width height: srcImg.height blending: true visible: true cullMode: ShaderEffect.BackFaceCulling property real degre : endAngle property real bAngle :beginAngle property variant src: srcImg property real offsetVal: 1 property real angleDerection: derection vertexShader: " uniform highp mat4 qt_Matrix; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 coord; void main() { coord = qt_MultiTexCoord0; gl_Position = qt_Matrix * qt_Vertex; }" fragmentShader: " varying highp vec2 coord; uniform sampler2D src; uniform lowp float qt_Opacity; uniform highp float degre; uniform highp float bAngle; uniform highp float offsetVal; uniform lowp float angleDerection; void main() { float angle = radians(degre); float bangle = radians(bAngle); float m = tan(angle)*offsetVal; float bm = tan(bangle)*offsetVal; lowp vec4 tex = texture2D(src, coord); if(angleDerection > 0.0) { if(degre <=90.0 && degre>=0.0 ) {if(coord.y<=0.5 && coord.x>=0.5 && coord.y< (0.5*m+0.5-coord.x*m) || coord.y>0.5||coord.x<0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre > 90.0 && degre <= 180.0) {if(coord.x<=0.5 && coord.y<=0.5 && coord.y > (0.5*m+0.5-coord.x*m) || coord.y>0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre > 180.0 && degre < 270.0) {if(coord.y>=0.5 && coord.x<=0.5 && coord.y > (0.5*m+0.5-coord.x*m) || (coord.x>0.5 && coord.y>0.5)) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre >=270.0 && degre<=360.0) {if(coord.y>=0.5 && coord.x>=0.5 && coord.y < (0.5*m+0.5-coord.x*m)) {tex = vec4(0.0,0.0,0.0,0.0);}} if(bAngle <=90.0 && bAngle>=0.0 ) {if(coord.y> (0.5*bm+0.5-coord.x*bm) && coord.x>=0.5 && coord.y<=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle > 90.0 && bAngle <= 180.0) {if(coord.y< (0.5*bm+0.5-coord.x*bm) && coord.x<=0.5 && coord.y<=0.5 ||(coord.x>=0.5 && coord.y<=0.5)) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle > 180.0 && bAngle < 270.0) {if(coord.y< (0.5*bm+0.5-coord.x*bm) && coord.x<=0.5 && coord.y>=0.5 || coord.y<=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle >=270.0 && bAngle<=360.0) {if(coord.y> (0.5*bm+0.5-coord.x*bm) && coord.x>=0.5 && coord.y>=0.5 || coord.x<=0.5 || coord.y<=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} } else { if(degre <=90.0 && degre>=0.0 ) {if(coord.y<=0.5 && coord.x>=0.5 && coord.y > (0.5*m+0.5-coord.x*m)) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre > 90.0 && degre <= 180.0) {if(coord.y<=0.5 && coord.x<=0.5 && coord.y < (0.5*m+0.5-coord.x*m) || (coord.x>0.5 && coord.y<0.5)) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre > 180.0 && degre < 270.0) {if(coord.y>=0.5 && coord.x<=0.5 && coord.y < (0.5*m+0.5-coord.x*m) || coord.y<0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(degre >=270.0 && degre<=360.0) {if(coord.y>=0.5 && coord.x>=0.5 && coord.y > (0.5*m+0.5-coord.x*m) || coord.x<0.5||coord.y<0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} if(bAngle <=90.0 && bAngle>=0.0 ) {if(coord.y< (0.5*bm+0.5-coord.x*bm) && coord.x>=0.5 && coord.y<=0.5 ||coord.x<=0.5 ||coord.y>=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle > 90.0 && bAngle <= 180.0) {if(coord.y> (0.5*bm+0.5-coord.x*bm) && coord.x<=0.5 && coord.y<=0.5||coord.y>=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle > 180.0 && bAngle < 270.0) {if(coord.y> (0.5*bm+0.5-coord.x*bm) && coord.x<=0.5 ||(coord.y>=0.5 && coord.x>=0.5)) {tex = vec4(0.0,0.0,0.0,0.0);}} else if(bAngle >=270.0 && bAngle<=360.0) {if(coord.y< (0.5*bm+0.5-coord.x*bm) && coord.x>=0.5 && coord.y>=0.5) {tex = vec4(0.0,0.0,0.0,0.0);}} } gl_FragColor = tex; }" transform: Rotation { id: animation origin.x:displayEffect.width/2 origin.y:displayEffect.height/2 angle: 0 } } }

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使用方法:

上面的代码保存成任意名称的.qml,此处是RealPix.qml


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讯享网 RealPie{ x:0 y:0 // width:60 // height: 124 imagePath:"qrc:/Image/11_.png" beginAngle: 215 endAngle: 320 } 

 

效果如下:

下面的白色渐变是一个图片,目的是在Ready位置的时候不显示该图片,所以使用上面的控件剪裁了一个扇形区域。

正下方就是是一个扇形区域(x1000rpm那一块),对其下面的控件遮罩,以达到控件的抽出效果。

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