forked from qt-creator/qt-creator
QmlDesigner: Add effect maker runtime nodes binding mechanism
Still some issues related to UI components because it's never tested Also quick fix for generated paths on windows (not tested) Task-number: QDS-10987 Change-Id: Ifed4b0f687e8da78206985e031692aa6c9faf947 Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
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@@ -781,11 +781,11 @@ void EffectMakerModel::updateCustomUniforms()
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}
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}
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QString valueString = value.isEmpty() ? QString() : QString(": %1").arg(value);
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QString bindedValueString = bindedValue.isEmpty() ? QString() : QString(": %1").arg(bindedValue);
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QString boundValueString = bindedValue.isEmpty() ? QString() : QString(": %1").arg(bindedValue);
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// Custom values are not readonly, others inside the effect can be
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QString readOnly = uniform->useCustomValue() ? QString() : QStringLiteral("readonly ");
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previewEffectPropertiesString += " " + readOnly + "property " + type + " "
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+ propertyName + valueString + '\n';
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+ propertyName + boundValueString + '\n';
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// Define type properties are not added into exports
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if (!isDefine) {
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if (uniform->useCustomValue()) {
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@@ -797,7 +797,7 @@ void EffectMakerModel::updateCustomUniforms()
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}
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exportedEffectPropertiesString += QStringLiteral(" ") + readOnly
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+ "property " + type + " " + propertyName
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+ bindedValueString + '\n';
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+ boundValueString + '\n';
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} else {
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// Custom values are not added into root
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exportedRootPropertiesString += " property " + type + " " + propertyName
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@@ -951,8 +951,8 @@ QString EffectMakerModel::getQmlComponentString(bool localFiles)
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s += '\n' + customImagesString;
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s += '\n';
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s += l2 + "vertexShader: 'file://" + m_vertexShaderFilename + "'\n";
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s += l2 + "fragmentShader: 'file://" + m_fragmentShaderFilename + "'\n";
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s += l2 + "vertexShader: 'file:///" + m_vertexShaderFilename + "'\n";
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s += l2 + "fragmentShader: 'file:///" + m_fragmentShaderFilename + "'\n";
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s += l2 + "anchors.fill: parent\n";
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if (m_shaderFeatures.enabled(ShaderFeatures::GridMesh)) {
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QString gridSize = QString("%1, %2").arg(m_shaderFeatures.gridMeshWidth()).arg(m_shaderFeatures.gridMeshHeight());
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