Qt Quick Examples - Shapes▲
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import
QtQuick 2.9
import
QtQuick.Shapes 1.0
Rectangle
{
id
:
root
width
:
1024
height
:
768
property
color
col
:
"lightsteelblue"
gradient
:
Gradient
{
GradientStop
{
position
:
0.0; color
:
Qt.tint(root.col, "#20FFFFFF"
) }
GradientStop
{
position
:
0.1; color
:
Qt.tint(root.col, "#20AAAAAA"
) }
GradientStop
{
position
:
0.9; color
:
Qt.tint(root.col, "#20666666"
) }
GradientStop
{
position
:
1.0; color
:
Qt.tint(root.col, "#20000000"
) }
}
Row
{
anchors.fill
:
parent
anchors.margins
:
20
spacing
:
40
Column
{
spacing
:
40
Text
{
text
:
"Original"
}
// A simple Shape without anything special.
Rectangle
{
color
:
"lightGray"
width
:
400
height
:
200
Shape
{
x
:
30
y
:
20
width
:
50
height
:
50
scale
:
2
ShapePath {
strokeColor
:
"green"
NumberAnimation
on
strokeWidth {
from
:
1
; to
:
20
; duration
:
5000
}
fillColor
:
"transparent"
capStyle
:
ShapePath.RoundCap
startX
:
40
; startY
:
30
PathQuad
{
x
:
50
; y
:
80
; controlX
:
0
; controlY
:
80
}
PathLine
{
x
:
150
; y
:
80
}
PathQuad
{
x
:
160
; y
:
30
; controlX
:
200
; controlY
:
80
}
}
}
}
Text
{
text
:
"Supersampling (2x)"
}
// Now let's use 2x supersampling via layers. This way the entire subtree
// is rendered into an FBO twice the size and then drawn with linear
// filtering. This allows having some level of AA even when there is no
// support for multisample framebuffers.
Rectangle
{
id
:
supersampledItem
color
:
"lightGray"
width
:
400
height
:
200
layer.enabled
:
true
layer.smooth
:
true
layer.textureSize
:
Qt.size(supersampledItem.width *
2
, supersampledItem.height *
2
)
Shape
{
x
:
30
y
:
20
width
:
50
height
:
50
scale
:
2
ShapePath {
strokeColor
:
"green"
NumberAnimation
on
strokeWidth {
from
:
1
; to
:
20
; duration
:
5000
}
fillColor
:
"transparent"
capStyle
:
ShapePath.RoundCap
startX
:
40
; startY
:
30
PathQuad
{
x
:
50
; y
:
80
; controlX
:
0
; controlY
:
80
}
PathLine
{
x
:
150
; y
:
80
}
PathQuad
{
x
:
160
; y
:
30
; controlX
:
200
; controlY
:
80
}
}
}
}
}
Column
{
spacing
:
40
Text
{
text
:
"Multisampling (4x)"
}
// Now let's use 4x MSAA, again via layers. This needs support for
// multisample renderbuffers and framebuffer blits.
Rectangle
{
color
:
"lightGray"
width
:
400
height
:
200
layer.enabled
:
true
layer.smooth
:
true
layer.samples
:
4
Shape
{
x
:
30
y
:
20
width
:
50
height
:
50
scale
:
2
ShapePath {
strokeColor
:
"green"
NumberAnimation
on
strokeWidth {
from
:
1
; to
:
20
; duration
:
5000
}
fillColor
:
"transparent"
capStyle
:
ShapePath.RoundCap
startX
:
40
; startY
:
30
PathQuad
{
x
:
50
; y
:
80
; controlX
:
0
; controlY
:
80
}
PathLine
{
x
:
150
; y
:
80
}
PathQuad
{
x
:
160
; y
:
30
; controlX
:
200
; controlY
:
80
}
}
}
}
}
}
}