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The chart items were drawn in order of creation. To control this,
add a notion of Z-value. In contrast to QGraphicsScene, make
this a small integer value.
To controll order of drawing, a plain QSGNode is created for
every possible Z-Value and items are added to these nodes.
Thus, items are rendered by Z-value and if the Z-value is equal
by order of creation.
Likewise split the list of chart-items into Z-values, so that
items can be quickly unregistered: The items that will be
removed individually will usuall be part of Z-levels with only
few items (e.g. legend, infobox). Z-levels with many items
(notably the series) will always be fully rebuilt.
Signed-off-by: Berthold Stoeger <bstoeger@mail.tuwien.ac.at>
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In order not to waste CPU by constantly rerendering the chart,
we must use these weird OpenGL QSGNode things. The interface
is appallingly low-level and unfriendly.
As a first test, try to convert the legend. Create a wrapper
class that represents a rectangular item with a texture
and that will certainly need some (lots of) optimization.
Make sure that all low-level QSG-objects are only accessed
in the rendering thread. This means that the wrapper has
to maintain a notion of "dirtiness" of the state. I.e.
which part of the QSG-objects have to be modified.
From the low-level wrapper derive a class that draws a rounded
rectangle for every resize. The child class of that must then
paint on the rectangle after every resize.
That looks all not very fortunate, but it displays a
legend and will make it possible to move the legend
without and drawing operations, only shifting around
an OpenGL surface.
The render thread goes through all chart-items and
rerenders them if dirty. Currently, on deletion
of these items, this list is not reset. I.e. currently
it is not supported to remove individual items.
Only the full scene can be cleared!
Signed-off-by: Berthold Stoeger <bstoeger@mail.tuwien.ac.at>
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