简体   繁体   中英

Qt: How to merge 2 QQuickItems into one before saving it into a png

From this discussion on StackOverflow, I am well able to save an image out of a QML item into a file as png/jpeg .

How can I overlay or merge two different qml layers & merge them into one, to save it into a png/jpeg ?

Note: I am able to save a single QQuickItem . Just need to know how to overlay 2 QQuickItem s

Just have the two qml objects be children of a root Item and then grab that root item, it will capture all its content.

Just make sure the root item is big enough to enclose the children, and the children are not in negative space, because it will only capture what's inside of the footprint of the root item.

You can also do manual composition, from C++ or even QML.

The problem described in your comment is you can't move stuff around, so what can you do? Instead of having the original QML objects as parents of the same root, you can have two Image elements, then you capture item A and set the capture result to serve as a source of image A, then do the same for item B, and finally, you capture the root item, which will capture the two images together.

OK, here is a quick example, it looks a little complicated, because grabs are async, and you have to wait for the individual grab results to be completed before you can grab the "final" root item, thus the usage of the timer. In this example, different items are laid out in a row, but you can compose them any way that you like:

ApplicationWindow {
  id: window
  visible: true
  width: 640
  height: 480

  Rectangle {
    id: s1
    visible: false
    width: 200
    height: 200
    color: "red"
  }
  Rectangle {
    id: s2
    visible: false
    width: 200
    height: 200
    color: "blue"
  }

  Row {
    id: joiner
    visible: false
    Image { id: t1 }
    Image { id: t2 }
  }

  Image {
    id: result
    y: 200
  }

  Timer {
    id: finish
    interval: 10
    onTriggered: joiner.grabToImage(function(res) {result.source = res.url})
  }

  Component.onCompleted: {
    s1.grabToImage(function(res) {t1.source = res.url})
    s2.grabToImage(function(res) {t2.source = res.url; finish.start() })
  }
}

First the two rectangles are captured and used as sources for the images in joiner, then joiner is captured and displayed in the result image, all objects except the final result image are hidden.

Even easier, you can use this nifty little helper to quickly join any number of items in a single image:

  Item {
    id: joinHelper
    visible: false
    property Component ic: Image { }
    property var cb: null

    Row { id: joiner }

    Timer {
      id: finish
      interval: 100
      onTriggered: joiner.grabToImage(joinHelper.cb)
    }

    function join(callback) {
      if (arguments.length < 2) return // no items were passed
      var i
      if (joiner.children.length) { // clean previous captures
        for (i = 0; i < joiner.children.length; ++i) {
          joiner.children[i].destroy()
        }
      }
      cb = callback // set callback for later
      for (i = 1; i < arguments.length; ++i) { // for every item passed
        var img = ic.createObject(joiner) // create empty image
        // need to capture img by "value" because of JS scoping rules
        // otherwise you end up with only one image - the final one
        arguments[i].grabToImage(function(temp){ return function(res){temp.source = res.url}}(img))
      }
      finish.start() // trigger the finishing step
    }
  }

And you use it like this:

joinHelper.join(function(res) { result.source = res.url }, s1, s2)

It still uses a row, but you can easily tweak it to do your own layouting. It works by passing the final callback and all items you want to capture, internally it creates an image for every item, puts them in the container, and then triggers the finishing timer.

Note that depending on how fast the system is and how complex the items are and what their count is, you may need to up the timer interval, because the final callback needs to be executed only after all captures were completed, the image sources were assigned and the images were resized to give the row its proper dimensions.

I also annotated most things to make it easier to understand.

This question seems to be closely related to this one

The solution is to render the Item s in question into an texture of a second item, that you don't need to render to the screen. You can compose this Item as you want by adding multiple ShaderEffectSource s as children, position them relatively to each other as you like, and set their sources to the Item s you want to grab to Image.

Then you grab the Item to Image.

A generic example, that exposes a function to grab a list of Item s to one Image, where each Item is stacked ontop of each other, with an opacity of 0.2 each:

import QtQuick 2.0

Rectangle {
    id: root
    visible: false
    color: 'white'
    function grabMultipleToImage(url, objects) {
        imgRep.url = url
        width = Math.max.apply(root, objects.map(function(e) { return e.width }))
        height = Math.max.apply(root, objects.map(function(e) { return e.height }))
        imgRep.ready = 0
        imgRep.model = objects
    }

    Repeater {
        id: imgRep
        onReadyChanged: {
            if (ready > 0 && ready === model.length) {
                console.log(root.width, root.height, imgRep.url)
                root.grabToImage(function (res) { res.saveToFile(imgRep.url); model = null })
            }
        }


        property int ready: 0
        property string url
        delegate: ShaderEffectSource {
            sourceItem: modelData
            width: modelData.width
            height: modelData.height
            opacity: 0.2
            live: false
            Component.onCompleted: { imgRep.ready++ }
        }
    }
}

The usage of this would be like this:

import QtQuick 2.7
import QtQuick.Controls 2.0

ApplicationWindow {
    id: myWindow
    visible: true
    width: 600
    height: 600
    color: 'white'

    Button {
        text: 'grab'
        onClicked: {
            test.grabMultipleToImage('testimg.jpg', [rect1, rect2, rect3])
        }
    }

    ImageGrabber {
        id: test

    }

    Rectangle {
        x: 100
        y: 205
        id: rect1
        color: 'blue'
        width: 10
        height: 20
    }
    Rectangle {
        x: 250
        y: 12
        id: rect2
        color: 'green'
        width: 20
        height: 30
    }
    Rectangle {
        x: 100
        y: 100
        id: rect3
        color: 'red'
        width: 100
        height: 5
    }
}

But if you have the need for more complex merging, you can also create this object manually and grab it when ever you want.

Without metering it, according to the note from the documentation

Note : This function will render the item to an offscreen surface and copy that surface from the GPU's memory into the CPU's memory, which can be quite costly. For "live" preview, use layers or ShaderEffectSource.

this solution should be more efficient than using Image s with ItemGrabResult s as sources for it keeps the stuff in the GPU memory until it is grabed and stored.

The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM