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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ #include "spinner.h"
++
++ #include <QtQuick/QQuickWindow>
++ #include <QtGui/QScreen>
++ #include <QtQuick/QSGSimpleTextureNode>
++
++ #include <QtGui/QConicalGradient>
++ #include <QtGui/QPainter>
++
++ class SpinnerNode : public QObject, public QSGTransformNode
++ {
++ Q_OBJECT
++ public:
++ SpinnerNode(QQuickWindow *window)
++ : m_rotation(0)
++ , m_spinning(false)
++ , m_window(window)
++ {
++ connect(window, &QQuickWindow::beforeRendering, this, &SpinnerNode::maybeRotate, Qt::DirectConnection);
++ connect(window, &QQuickWindow::frameSwapped, this, &SpinnerNode::maybeUpdate, Qt::DirectConnection);
++
++ QImage image(":/scenegraph/threadedanimation/spinner.png");
++ m_texture = window->createTextureFromImage(image);
++ QSGSimpleTextureNode *textureNode = new QSGSimpleTextureNode();
++ textureNode->setTexture(m_texture);
++ textureNode->setRect(0, 0, image.width(), image.height());
++ textureNode->setFiltering(QSGTexture::Linear);
++ appendChildNode(textureNode);
++ }
++
++ ~SpinnerNode() override {
++ delete m_texture;
++ }
++
++ void setSpinning(bool spinning)
++ {
++ m_spinning = spinning;
++ }
++
++ public slots:
++ void maybeRotate() {
++ if (m_spinning) {
++ m_rotation += (360 / m_window->screen()->refreshRate());
++ QMatrix4x4 matrix;
++ matrix.translate(32, 32);
++ matrix.rotate(m_rotation, 0, 0, 1);
++ matrix.translate(-32, -32);
++ setMatrix(matrix);
++
++ // If we're inside a QQuickWidget, this call is necessary to ensure the widget gets updated.
++ m_window->update();
++ }
++ }
++
++ void maybeUpdate() {
++ if (m_spinning) {
++ m_window->update();
++ }
++ }
++
++ private:
++ qreal m_rotation;
++ bool m_spinning;
++ QSGTexture *m_texture;
++ QQuickWindow *m_window;
++ };
++
++ Spinner::Spinner()
++ : m_spinning(false)
++ {
++ setSize(QSize(64, 64));
++ setFlag(ItemHasContents);
++ }
++
++ void Spinner::setSpinning(bool spinning)
++ {
++ if (spinning == m_spinning)
++ return;
++ m_spinning = spinning;
++ emit spinningChanged();
++ update();
++ }
++
++ QSGNode *Spinner::updatePaintNode(QSGNode *old, UpdatePaintNodeData *)
++ {
++ SpinnerNode *n = static_cast<SpinnerNode *>(old);
++ if (!n)
++ n = new SpinnerNode(window());
++
++ n->setSpinning(m_spinning);
++
++ return n;
++ }
++
++ #include "spinner.moc"