How to subscribe some event which shoot every time when some QML Item-based component transformation was changed? I mean, when changed any of: x, y, width, height, scale, rotation, transform, any of this fields for any parent node through all the hierarchy. May be exist some way to make c++ code for supporting this. I need this for making component which recalculating some fileds when other component transformation was changed.
I need the following code to work properly:
import QtQuick 2.9
import Mirror 1.0
import QtGraphicalEffects 1.0
ShaderEffect {
id: se
property var imageSource
property var maskSource
property var faceSource
x: imageSource.x
y: imageSource.y
width: imageSource.width
height: imageSource.height
rotation: imageSource.rotation
scale: imageSource.scale
//transform: imageSource.transform
property real px
property real py
property real ux
property real uy
property real vx
property real vy
Connections {
target: face
onFaceChangeFinish: {
se.px = (se.mapToItem(maskSource, 0, 0).x) / maskSource.width;
se.py = (se.mapToItem(maskSource, 0, 0).y) / maskSource.height;
se.ux = (se.mapToItem(maskSource, se.width, 0).x) / maskSource.width - se.px;
se.uy = (se.mapToItem(maskSource, se.width, 0).y) / maskSource.height - se.py;
se.vx = (se.mapToItem(maskSource, 0, se.height).x) / maskSource.width - se.px;
se.vy = (se.mapToItem(maskSource, 0, se.height).y) / maskSource.height - se.py;
}
}
property var source : ShaderEffectSource {
sourceItem: imageSource
}
property var bodyMask : ShaderEffectSource {
sourceItem: maskSource
}
fragmentShader:
"
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
uniform sampler2D bodyMask;
uniform float px;
uniform float py;
uniform float ux;
uniform float uy;
uniform float vx;
uniform float vy;
void main() {
vec2 p = vec2(px, py);
vec2 u = vec2(ux, uy);
vec2 v = vec2(vx, vy);
vec2 uv = p + u * qt_TexCoord0.x + v * qt_TexCoord0.y;
gl_FragColor =
texture2D(source, qt_TexCoord0) *
(1.0 - texture2D(bodyMask, uv).w);
}
"
}
This is the code for OpacityMask supporting any transfomations or hierarchy. I need to substitute section "Connections" with something for handle all the cases of changing of mask or source images transformations. Property binding doesn't help in this case since mapToItem is function.