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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
++
++ /*!
++ \example graphicsview/elasticnodes
++ \title Elastic Nodes Example
++ \examplecategory {Graphics}
++ \ingroup examples-graphicsview
++ \brief Demonstrates how to interact with graphical items in a scene.
++
++ The Elastic Nodes example shows how to implement edges between nodes in a
++ graph, with basic interaction. You can click to drag a node around, and
++ zoom in and out using the mouse wheel or the keyboard. Hitting the space
++ bar will randomize the nodes. The example is also resolution independent;
++ as you zoom in, the graphics remain crisp.
++
++ \image elasticnodes-example.png
++ {Application with a graph of interactive nodes and edges}
++
++ Graphics View provides the QGraphicsScene class for managing and
++ interacting with a large number of custom-made 2D graphical items derived
++ from the QGraphicsItem class, and a QGraphicsView widget for visualizing
++ the items, with support for zooming and rotation.
++
++ This example consists of a \c Node class, an \c Edge class, a \c
++ GraphWidget test, and a \c main function: the \c Node class represents
++ draggable yellow nodes in a grid, the \c Edge class represents the lines
++ between the nodes, the \c GraphWidget class represents the application
++ window, and the \c main() function creates and shows this window, and runs
++ the event loop.
++
++ \section1 Node Class Definition
++
++ The \c Node class serves three purposes:
++
++ \list
++ \li Painting a yellow gradient "ball" in two states: sunken and raised.
++ \li Managing connections to other nodes.
++ \li Calculating forces pulling and pushing the nodes in the grid.
++ \endlist
++
++ Let's start by looking at the \c Node class declaration.
++
++ \snippet graphicsview/elasticnodes/node.h 0
++
++ The \c Node class inherits QGraphicsItem, and reimplements the two
++ mandatory functions \l{QGraphicsItem::boundingRect()}{boundingRect()} and
++ \l{QGraphicsItem::paint()}{paint()} to provide its visual appearance. It
++ also reimplements \l{QGraphicsItem::shape()}{shape()} to ensure its hit
++ area has an elliptic shape (as opposed to the default bounding rectangle).
++
++ For edge management purposes, the node provides a simple API for adding
++ edges to a node, and for listing all connected edges.
++
++ The \l{QGraphicsItem::advance()}{advance()} reimplementation is called
++ whenever the scene's state advances by one step. The calculateForces()
++ function is called to calculate the forces that push and pull on this node
++ and its neighbors.
++
++ The \c Node class also reimplements
++ \l{QGraphicsItem::itemChange()}{itemChange()} to react to state changes (in
++ this case, position changes), and
++ \l{QGraphicsItem::mousePressEvent()}{mousePressEvent()} and
++ \l{QGraphicsItem::mouseReleaseEvent()}{mouseReleaseEvent()} to update the
++ item's visual appearance.
++
++ We will start reviewing the \c Node implementation by looking at its
++ constructor:
++
++ \snippet graphicsview/elasticnodes/node.cpp 0
++
++ In the constructor, we set the
++ \l{QGraphicsItem::ItemIsMovable}{ItemIsMovable} flag to allow the item to
++ move in response to mouse dragging, and
++ \l{QGraphicsItem::ItemSendsGeometryChanges}{ItemSendsGeometryChanges} to
++ enable \l{QGraphicsItem::itemChange()}{itemChange()} notifications for
++ position and transformation changes. We also enable
++ \l{QGraphicsItem::DeviceCoordinateCache}{DeviceCoordinateCache} to speed up
++ rendering performance. To ensure that the nodes are always stacked on top
++ of edges, we finally set the item's Z value to -1.
++
++ \c Node's constructor takes a \c GraphWidget pointer and stores this as a
++ member variable. We will revisit this pointer later on.
++
++ \snippet graphicsview/elasticnodes/node.cpp 1
++
++ The addEdge() function adds the input edge to a list of attached edges. The
++ edge is then adjusted so that the end points for the edge match the
++ positions of the source and destination nodes.
++
++ The edges() function simply returns the list of attached edges.
++
++ \snippet graphicsview/elasticnodes/node.cpp 2
++
++ There are two ways to move a node. The \c calculateForces() function
++ implements the elastic effect that pulls and pushes on nodes in the grid.
++ In addition, the user can directly move one node around with the mouse.
++ Because we do not want the two approaches to operate at the same time on
++ the same node, we start \c calculateForces() by checking if this \c Node is
++ the current mouse grabber item (i.e., QGraphicsScene::mouseGrabberItem()).
++ Because we need to find all neighboring (but not necessarily connected)
++ nodes, we also make sure the item is part of a scene in the first place.
++
++ \snippet graphicsview/elasticnodes/node.cpp 3
++
++ The "elastic" effect comes from an algorithm that applies pushing and
++ pulling forces. The effect is impressive, and surprisingly simple to
++ implement.
++
++ The algorithm has two steps: the first is to calculate the forces that push
++ the nodes apart, and the second is to subtract the forces that pull the
++ nodes together. First we need to find all the nodes in the graph. We call
++ QGraphicsScene::items() to find all items in the scene, and then use
++ qgraphicsitem_cast() to look for \c Node instances.
++
++ We make use of \l{QGraphicsItem::mapFromItem()}{mapFromItem()} to create a
++ temporary vector pointing from this node to each other node, in \l{The
++ Graphics View Coordinate System}{local coordinates}. We use the decomposed
++ components of this vector to determine the direction and strength of force
++ that should apply to the node. The forces accumulate for each node, and are
++ then adjusted so that the closest nodes are given the strongest force, with
++ rapid degradation when distance increases. The sum of all forces is stored
++ in \c xvel (X-velocity) and \c yvel (Y-velocity).
++
++ \snippet graphicsview/elasticnodes/node.cpp 4
++
++ The edges between the nodes represent forces that pull the nodes together.
++ By visiting each edge that is connected to this node, we can use a similar
++ approach as above to find the direction and strength of all pulling forces.
++ These forces are subtracted from \c xvel and \c yvel.
++
++ \snippet graphicsview/elasticnodes/node.cpp 5
++
++ In theory, the sum of pushing and pulling forces should stabilize to
++ precisely 0. In practice, however, they never do. To circumvent errors in
++ numerical precision, we simply force the sum of forces to be 0 when they
++ are less than 0.1.
++
++ \snippet graphicsview/elasticnodes/node.cpp 6
++
++ The final step of \c calculateForces() determines the node's new position.
++ We add the force to the node's current position. We also make sure the new
++ position stays inside of our defined boundaries. We don't actually move the
++ item in this function; that's done in a separate step, from \c advance().
++
++ \snippet graphicsview/elasticnodes/node.cpp 7
++
++ The \c advance() function updates the item's current position. It is called
++ from \c GraphWidget::timerEvent(). If the node's position changed, the
++ function returns true; otherwise false is returned.
++
++ \snippet graphicsview/elasticnodes/node.cpp 8
++
++ The \c Node's bounding rectangle is a 20x20 sized rectangle centered around
++ its origin (0, 0), adjusted by 2 units in all directions to compensate for
++ the node's outline stroke, and by 3 units down and to the right to make
++ room for a simple drop shadow.
++
++ \snippet graphicsview/elasticnodes/node.cpp 9
++
++ The shape is a simple ellipse. This ensures that you must click inside the
++ node's elliptic shape in order to drag it around. You can test this effect
++ by running the example, and zooming far in so that the nodes are very
++ large. Without reimplementing \l{QGraphicsItem::shape()}{shape()}, the
++ item's hit area would be identical to its bounding rectangle (i.e.,
++ rectangular).
++
++ \snippet graphicsview/elasticnodes/node.cpp 10
++
++ This function implements the node's painting. We start by drawing a simple
++ dark gray elliptic drop shadow at (-7, -7), that is, (3, 3) units down and
++ to the right from the top-left corner (-10, -10) of the ellipse.
++
++ We then draw an ellipse with a radial gradient fill. This fill is either
++ Qt::yellow to Qt::darkYellow when raised, or the opposite when sunken. In
++ sunken state we also shift the center and focal point by (3, 3) to
++ emphasize the impression that something has been pushed down.
++
++ Drawing filled ellipses with gradients can be quite slow, especially when
++ using complex gradients such as QRadialGradient. This is why this example
++ uses \l{QGraphicsItem::DeviceCoordinateCache}{DeviceCoordinateCache}, a
++ simple yet effective measure that prevents unnecessary redrawing.
++
++ \snippet graphicsview/elasticnodes/node.cpp 11
++
++ We reimplement \l{QGraphicsItem::itemChange()}{itemChange()} to adjust the
++ position of all connected edges, and to notify the scene that an item has
++ moved (i.e., "something has happened"). This will trigger new force
++ calculations.
++
++ This notification is the only reason why the nodes need to keep a pointer
++ back to the \c GraphWidget. Another approach could be to provide such
++ notification using a signal; in such case, \c Node would need to inherit
++ from QGraphicsObject.
++
++ \snippet graphicsview/elasticnodes/node.cpp 12
++
++ Because we have set the \l{QGraphicsItem::ItemIsMovable}{ItemIsMovable}
++ flag, we don't need to implement the logic that moves the node according to
++ mouse input; this is already provided for us. We still need to reimplement
++ the mouse press and release handlers, though, to update the nodes' visual
++ appearance (i.e., sunken or raised).
++
++ \section1 Edge Class Definition
++
++ The \c Edge class represents the arrow-lines between the nodes in this
++ example. The class is very simple: it maintains a source- and destination
++ node pointer, and provides an \c adjust() function that makes sure the line
++ starts at the position of the source, and ends at the position of the
++ destination. The edges are the only items that change continuously as
++ forces pull and push on the nodes.
++
++ Let's take a look at the class declaration:
++
++ \snippet graphicsview/elasticnodes/edge.h 0
++
++ \c Edge inherits from QGraphicsItem, as it's a simple class that has no use
++ for signals, slots, and properties (compare to QGraphicsObject).
++
++ The constructor takes two node pointers as input. Both pointers are
++ mandatory in this example. We also provide get-functions for each node.
++
++ The \c adjust() function repositions the edge, and the item also implements
++ \l{QGraphicsItem::boundingRect()}{boundingRect()} and
++ \l{QGraphicsItem::paint()}{paint()}.
++
++ We will now review its implementation.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 0
++
++ The \c Edge constructor initializes its \c arrowSize data member to 10 units;
++ this determines the size of the arrow which is drawn in
++ \l{QGraphicsItem::paint()}{paint()}.
++
++ In the constructor body, we call
++ \l{QGraphicsItem::setAcceptedMouseButtons()}{setAcceptedMouseButtons(0)}.
++ This ensures that the edge items are not considered for mouse input at all
++ (i.e., you cannot click the edges). Then, the source and destination
++ pointers are updated, this edge is registered with each node, and we call
++ \c adjust() to update this edge's start and end position.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 1
++
++ The source and destination get-functions simply return the respective
++ pointers.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 2
++
++ In \c adjust(), we define two points: \c sourcePoint, and \c destPoint,
++ pointing at the source and destination nodes' origins respectively. Each
++ point is calculated using \l{The Graphics View Coordinate System}{local
++ coordinates}.
++
++ We want the tip of the edge's arrows to point to the exact outline of the
++ nodes, as opposed to the center of the nodes. To find this point, we first
++ decompose the vector pointing from the center of the source to the center
++ of the destination node into X and Y, and then normalize the components by
++ dividing by the length of the vector. This gives us an X and Y unit delta
++ that, when multiplied by the radius of the node (which is 10), gives us the
++ offset that must be added to one point of the edge, and subtracted from the
++ other.
++
++ If the length of the vector is less than 20 (i.e., if two nodes overlap),
++ then we fix the source and destination pointer at the center of the source
++ node. In practice this case is very hard to reproduce manually, as the
++ forces between the two nodes is then at its maximum.
++
++ It's important to notice that we call
++ \l{QGraphicsItem::prepareGeometryChange()}{prepareGeometryChange()} in this
++ function. The reason is that the variables \c sourcePoint and \c destPoint
++ are used directly when painting, and they are returned from the
++ \l{QGraphicsItem::boundingRect()}{boundingRect()} reimplementation. We must
++ always call
++ \l{QGraphicsItem::prepareGeometryChange()}{prepareGeometryChange()} before
++ changing what \l{QGraphicsItem::boundingRect()}{boundingRect()} returns,
++ and before these variables can be used by
++ \l{QGraphicsItem::paint()}{paint()}, to keep Graphics View's internal
++ bookkeeping clean. It's safest to call this function once, immediately
++ before any such variable is modified.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 3
++
++ The edge's bounding rectangle is defined as the smallest rectangle that
++ includes both the start and the end point of the edge. Because we draw an
++ arrow on each edge, we also need to compensate by adjusting with half the
++ arrow size and half the pen width in all directions. The pen is used to
++ draw the outline of the arrow, and we can assume that half of the outline
++ can be drawn outside of the arrow's area, and half will be drawn inside.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 4
++
++ We start the reimplementation of \l{QGraphicsItem::paint()}{paint()} by
++ checking a few preconditions. Firstly, if either the source or destination
++ node is not set, then we return immediately; there is nothing to draw.
++
++ At the same time, we check if the length of the edge is approximately 0,
++ and if it is, then we also return.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 5
++
++ We draw the line using a pen that has round joins and caps. If you run the
++ example, zoom in and study the edge in detail, you will see that there are
++ no sharp/square edges.
++
++ \snippet graphicsview/elasticnodes/edge.cpp 6
++
++ We proceed to drawing one arrow at each end of the edge. Each arrow is
++ drawn as a polygon with a black fill. The coordinates for the arrow are
++ determined using simple trigonometry.
++
++ \section1 GraphWidget Class Definition
++
++ \c GraphWidget is a subclass of QGraphicsView, which provides the main
++ window with scrollbars.
++
++ \snippet graphicsview/elasticnodes/graphwidget.h 0
++
++ The class provides a basic constructor that initializes the scene, an \c
++ itemMoved() function to notify changes in the scene's node graph, a few
++ event handlers, a reimplementation of
++ \l{QGraphicsView::drawBackground()}{drawBackground()}, and a helper
++ function for scaling the view by using the mouse wheel or keyboard.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 0
++
++ \c GraphicsWidget's constructor creates the scene, and because most items
++ move around most of the time, it sets QGraphicsScene::NoIndex. The scene
++ then gets a fixed \l{QGraphicsScene::sceneRect}{scene rectangle}, and is
++ assigned to the \c GraphWidget view.
++
++ The view enables QGraphicsView::CacheBackground to cache rendering of its
++ static, and somewhat complex, background. Because the graph renders a close
++ collection of small items that all move around, it's unnecessary for
++ Graphics View to waste time finding accurate update regions, so we set the
++ QGraphicsView::BoundingRectViewportUpdate viewport update mode. The default
++ would work fine, but this mode is noticeably faster for this example.
++
++ To improve rendering quality, we set QPainter::Antialiasing.
++
++ The transformation anchor decides how the view should scroll when you
++ transform the view, or in our case, when we zoom in or out. We have chosen
++ QGraphicsView::AnchorUnderMouse, which centers the view on the point under
++ the mouse cursor. This makes it easy to zoom towards a point in the scene
++ by moving the mouse over it, and then rolling the mouse wheel.
++
++ Finally we give the window a minimum size that matches the scene's default
++ size, and set a suitable window title.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 1
++
++ The last part of the constructor creates the grid of nodes and edges, and
++ gives each node an initial position.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 2
++
++ \c GraphWidget is notified of node movement through this \c itemMoved()
++ function. Its job is simply to restart the main timer in case it's not
++ running already. The timer is designed to stop when the graph stabilizes,
++ and start once it's unstable again.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 3
++
++ This is \c GraphWidget's key event handler. The arrow keys move the center
++ node around, the '+' and '-' keys zoom in and out by calling \c
++ scaleView(), and the enter and space keys randomize the positions of the
++ nodes. All other key events (e.g., page up and page down) are handled by
++ QGraphicsView's default implementation.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 4
++
++ The timer event handler's job is to run the whole force calculation
++ machinery as a smooth animation. Each time the timer is triggered, the
++ handler will find all nodes in the scene, and call \c
++ Node::calculateForces() on each node, one at a time. Then, in a final step
++ it will call \c Node::advance() to move all nodes to their new positions.
++ By checking the return value of \c advance(), we can decide if the grid
++ stabilized (i.e., no nodes moved). If so, we can stop the timer.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 5
++
++ In the wheel event handler, we convert the mouse wheel delta to a scale
++ factor, and pass this factor to \c scaleView(). This approach takes into
++ account the speed that the wheel is rolled. The faster you roll the mouse
++ wheel, the faster the view will zoom.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 6
++
++ The view's background is rendered in a reimplementation of
++ QGraphicsView::drawBackground(). We draw a large rectangle filled with a
++ linear gradient, add a drop shadow, and then render text on top. The text
++ is rendered twice for a simple drop-shadow effect.
++
++ This background rendering is quite expensive; this is why the view enables
++ QGraphicsView::CacheBackground.
++
++ \snippet graphicsview/elasticnodes/graphwidget.cpp 7
++
++ The \c scaleView() helper function checks that the scale factor stays
++ within certain limits (i.e., you cannot zoom too far in nor too far out),
++ and then applies this scale to the view.
++
++ \section1 The main() Function
++
++ In contrast to the complexity of the rest of this example, the \c main()
++ function is very simple: We create a QApplication instance, then create and
++ show an instance of \c GraphWidget. Because all nodes in the grid are moved
++ initially, the \c GraphWidget timer will start immediately after control
++ has returned to the event loop.
++ */