/**************************************************************************** ** ** Copyright (C) 2021 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt Quick Studio Components. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.9 import QtQuick.Shapes 1.12 /*! \qmltype Triangle \inqmlmodule QtQuick.Studio.Components \since QtQuick.Studio.Components 1.0 \inherits Shape \brief A triangle. The Triangle type can be used to draw triangles with different dimensions and shapes. The type is enclosed in an invisible \l Rectangle type. The size of the triangle is determined by the size of the bounding rectangle. The dimensions of the triangle can be changed to make it elongated or squat with space around it by using the \l leftMargin, \l topMargin, \l rightMargin, and \l bottomMargin properties. The margins are set between the triangle and the edges of the parent rectangle. Each Triangle item is painted using either a solid fill color, specified using the \l fillColor property, or a gradient, defined using one of the \l ShapeGradient subtypes and set using the \l gradient property. If both a color and a gradient are specified, the gradient is used. An optional border can be added to a triangle with its own color and thickness by setting the \l strokeColor and \l strokeWidth properties. Setting the color to \c transparent creates a border without a fill color. \section2 Example Usage You can use the Triangle component in \QDS to create triangles in different shapes and colors. \image studio-triangle.png The QML code looks as follows: \code TriangleItem { id: triangle strokeColor: "gray" fillColor: "light gray" } TriangleItem { id: squatTriangle bottomMargin: 10 topMargin: 30 fillColor: "#d3d3d3" strokeColor: "#808080" } TriangleItem { id: elongatedTriangle leftMargin: 15 rightMargin: 15 fillColor: "#d3d3d3" strokeColor: "#808080" } TriangleItem { id: pear radius: 20 fillColor: "light gray" bottomMargin: 10 arcRadius: 20 strokeColor: "#808080" } \endcode */ Shape { id: root implicitWidth: 100 implicitHeight: 100 /*! The gradient of the triangle fill color. By default, no gradient is enabled and the value is null. In this case, the fill uses a solid color based on the value of \l fillColor. When set, \l fillColor is ignored and filling is done using one of the \l ShapeGradient subtypes. \note The \l Gradient type cannot be used here. Rather, prefer using one of the advanced subtypes, like \l LinearGradient. */ property alias gradient: path.fillGradient /*! The style of the triangle border. \value ShapePath.SolidLine A solid line. This is the default value. \value ShapePath.DashLine Dashes separated by a few pixels. The \l dashPattern property specifies the dash pattern. \sa Qt::PenStyle */ property alias strokeStyle: path.strokeStyle /*! The width of the border of the rectangle. The default value is 4. A width of 1 creates a thin line. For no line, use a negative value or a transparent color. \note The width of the rectangle's border does not affect the geometry of the rectangle itself or its position relative to other items if anchors are used. The border is rendered within the rectangle's boundaries. */ property alias strokeWidth: path.strokeWidth /*! The color used to draw the border of the triangle. When set to \c transparent, no line is drawn. The default value is \c red. \sa QColor */ property alias strokeColor: path.strokeColor /*! The dash pattern of the triangle border specified as the dashes and the gaps between them. The dash pattern is specified in units of the pen's width. That is, a dash with the length 5 and width 10 is 50 pixels long. The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels followed by a space of 2 * \l strokeWidth pixels. \sa QPen::setDashPattern() */ property alias dashPattern: path.dashPattern /*! The join style used to connect two triangle line segments. \value ShapePath.MiterJoin The outer edges of the lines are extended to meet at an angle, and this area is filled. \value ShapePath.BevelJoin The triangular notch between the two lines is filled. This is the default value. \value ShapePath.RoundJoin A circular arc between the two lines is filled. \sa Qt::PenJoinStyle */ property alias joinStyle: path.joinStyle /*! The triangle fill color. A gradient for the fill can be specified by using \l gradient. If both a color and a gradient are specified, the gradient is used. When set to \c transparent, no filling occurs. The default value is \c white. */ property alias fillColor: path.fillColor /*! The starting point of the dash pattern for the triangle border. The offset is measured in terms of the units used to specify the dash pattern. For example, a pattern where each stroke is four units long, followed by a gap of two units, will begin with the stroke when drawn as a line. However, if the dash offset is set to 4.0, any line drawn will begin with the gap. Values of the offset up to 4.0 will cause part of the stroke to be drawn first, and values of the offset between 4.0 and 6.0 will cause the line to begin with part of the gap. The default value is 0. \sa QPen::setDashOffset() */ property alias dashOffset: path.dashOffset property int pLineXStart property int pLineXEnd property int pLineYStart property int pLineYEnd property point topIntersection1 property point topIntersection2 property point leftIntersection1 property point leftIntersection2 property point rightIntersection1 property point rightIntersection2 /*! The radius used to draw rounded corners. The default value is 5. If radius is non-zero, the corners will be rounded, otherwise they will be sharp. This property can be used together with the \l arcRadius property to determine the shape of the triangle. \sa arcRadius */ property int radius: 5 /*! The radius used to draw rounded corners. The default value is 5. If radius is non-zero, the corners will be rounded, otherwise they will be sharp. This property can be used together with the \l radius property to determine the shape of the triangle. */ property real arcRadius: root.radius /*! The left margin between the triangle and the bounding rectangle. Setting the left and right margins makes the triangle thinner and moves it away from the edge. \sa rightMargin, topMargin, bottomMargin */ property real leftMargin: 0 /*! The top margin between the triangle and the bounding rectangle. Setting the top and bottom margins makes the triangle lower and moves it away from the edge. \sa bottomMargin, leftMargin, rightMargin */ property real topMargin: 0 /*! The left margin between the triangle and the bounding rectangle. Setting the left and right margins makes the triangle thinner and moves it away from the edge. \sa leftMargin, topMargin, bottomMargin */ property real rightMargin: 0 /*! \qmlproperty real Triangle::bottomMargin The top margin between the triangle and the bounding rectangle. Setting the top and bottom margins makes the triangle shorter and moves it away from the edge. \sa topMargin, leftMargin, rightMargin */ property real bottomMargin: 0 property int maxRadius: 0 layer.enabled: root.antialiasing layer.smooth: root.antialiasing layer.samples: root.antialiasing ? 4 : 0 // This is used to make the bounding box of the item a bit bigger so it will draw sharp edges // in case of large stroke width instead of cutting it off. Item { anchors.fill: parent anchors.margins: -root.strokeWidth } ShapePath { id: path //property real __width: root.width - root.strokeWidth - root.leftMargin - root.rightMargin //property real __height: root.height - root.strokeWidth - root.topMargin - root.bottomMargin //property real xOffset: root.strokeWidth / 2 + root.leftMargin //property real yOffset: root.strokeWidth / 2 + root.topMargin property real __width: root.width - root.leftMargin - root.rightMargin property real __height: root.height - root.topMargin - root.bottomMargin property real xOffset: root.leftMargin property real yOffset: root.topMargin strokeWidth: 4 strokeColor: "red" capStyle: ShapePath.FlatCap joinStyle: ShapePath.MiterJoin startX: root.topIntersection1.x + path.xOffset startY: root.topIntersection1.y + path.yOffset PathArc { radiusX: Math.max(root.arcRadius, 1) radiusY: Math.max(root.arcRadius, 1) x: root.topIntersection2.x + path.xOffset y: root.topIntersection2.y + path.yOffset } PathLine { x: root.rightIntersection1.x + path.xOffset y: root.rightIntersection1.y + path.yOffset } PathArc { radiusX: Math.max(root.arcRadius, 1) radiusY: Math.max(root.arcRadius, 1) x: root.rightIntersection2.x + path.xOffset y: root.rightIntersection2.y + path.yOffset } PathLine { x: root.leftIntersection1.x + path.xOffset y: root.leftIntersection1.y + path.yOffset } PathArc { radiusX: Math.max(root.arcRadius, 1) radiusY: Math.max(root.arcRadius, 1) x: root.leftIntersection2.x + path.xOffset y: root.leftIntersection2.y + path.yOffset } PathLine { x: root.topIntersection1.x + path.xOffset y: root.topIntersection1.y + path.yOffset } } onWidthChanged: root.calc() onHeightChanged: root.calc() onRadiusChanged: root.calc() onArcRadiusChanged: root.calc() onTopMarginChanged: root.calc() onBottomMarginChanged: root.calc() onLeftMarginChanged: root.calc() onRightMarginChanged: root.calc() Component.onCompleted: root.calc() function length(x, y) { return Math.sqrt(x * x + y * y) } function normalize(x, y) { var l = length(x, y) return { x: x / l, y: y / l } } function dotProduct(x1, y1, x2, y2) { return x1 * x2 + y1 * y2; } function project(x1, y1, x2, y2) { var normalized = normalize(x1, y1) var dot = dotProduct(normalized.x, normalized.y, x2, y2) return { x: normalized.x * dot, y: normalized.y * dot } } function intersect(x1, y1, x2, y2, x3, y3, x4, y4) { var denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1) var ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denom var ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denom return { x: x1 + ua * (x2 - x1), y: y1 + ua * (y2 - y1) }; } function moveLine(startX, startY, endX, endY) { var angle = Math.atan2(endY - startY, endX - startX) var xOffset = Math.sin(angle) * Math.min(root.radius, root.maxRadius) var yOffset = -Math.cos(angle) * Math.min(root.radius, root.maxRadius) return { startX: startX + xOffset, startY: startY + yOffset, endX: endX + xOffset, endY: endY + yOffset }; } function calc() { var movedLine1 = moveLine(path.__width / 2, 0, 0, path.__height) var movedLine2 = moveLine(path.__width, path.__height, path.__width / 2, 0) var movedLine3 = moveLine(0, path.__height, path.__width, path.__height) var lengthLine1 = Math.floor(root.length(movedLine1.endX - movedLine1.startX, movedLine1.endY - movedLine1.startY)) var lengthLine2 = Math.floor(root.length(movedLine2.endX - movedLine2.startX, movedLine2.endY - movedLine2.startY)) var lengthLine3 = Math.floor(root.length(movedLine3.endX - movedLine3.startX, movedLine3.endY - movedLine3.startY)) var perimeter = lengthLine1 + lengthLine2 + lengthLine3 var area = (path.__height) * (path.__width) * 0.5 root.maxRadius = area * 2 / perimeter var intersectionTop = root.intersect(movedLine1.startX, movedLine1.startY, movedLine1.endX, movedLine1.endY, movedLine2.startX, movedLine2.startY, movedLine2.endX, movedLine2.endY) var intersectionLeft = root.intersect(movedLine1.startX, movedLine1.startY, movedLine1.endX, movedLine1.endY, movedLine3.startX, movedLine3.startY, movedLine3.endX, movedLine3.endY) var intersectionRight = root.intersect(movedLine2.startX, movedLine2.startY, movedLine2.endX, movedLine2.endY, movedLine3.startX, movedLine3.startY, movedLine3.endX, movedLine3.endY) var leftBottom = root.project(1, 0, intersectionLeft.x, intersectionLeft.y) var rightBottom = root.project(1, 0, intersectionRight.x, intersectionRight.y) root.leftIntersection1 = Qt.point(leftBottom.x, leftBottom.y + path.__height) root.rightIntersection2 = Qt.point(rightBottom.x, rightBottom.y + path.__height) var leftTop = root.project(-path.__width / 2 , path.__height, intersectionTop.x - path.__width / 2, intersectionTop.y) leftBottom = root.project(-path.__width / 2 , path.__height, intersectionLeft.x - path.__width / 2, intersectionLeft.y) root.leftIntersection2 = Qt.point(leftBottom.x + path.__width / 2, leftBottom.y) root.topIntersection1 = Qt.point(leftTop.x + path.__width / 2, leftTop.y) var rightTop = root.project(path.__width / 2 , path.__height, intersectionTop.x - path.__width / 2, intersectionTop.y) rightBottom = root.project(path.__width / 2 , path.__height, intersectionRight.x - path.__width / 2, intersectionRight.y) root.topIntersection2 = Qt.point(rightTop.x + path.__width / 2, rightTop.y) root.rightIntersection1 = Qt.point(rightBottom.x + path.__width / 2, rightBottom.y) } }