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39 | |
40 | #ifndef PARTICLE_H |
41 | #define PARTICLE_H |
42 | |
43 | // |
44 | // W A R N I N G |
45 | // ------------- |
46 | // |
47 | // This file is not part of the Qt API. It exists purely as an |
48 | // implementation detail. This header file may change from version to |
49 | // version without notice, or even be removed. |
50 | // |
51 | // We mean it. |
52 | // |
53 | |
54 | #include <QObject> |
55 | #include <QDebug> |
56 | #include <QPair> |
57 | #include "qquickparticlesystem_p.h" |
58 | |
59 | QT_BEGIN_NAMESPACE |
60 | |
61 | class QQuickParticlePainter : public QQuickItem |
62 | { |
63 | Q_OBJECT |
64 | Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) |
65 | Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged) |
66 | |
67 | QML_NAMED_ELEMENT(ParticlePainter) |
68 | QML_UNCREATABLE("Abstract type. Use one of the inheriting types instead." ) |
69 | |
70 | public: // data |
71 | typedef QQuickParticleVarLengthArray<QQuickParticleGroupData::ID, 4> GroupIDs; |
72 | |
73 | public: |
74 | explicit QQuickParticlePainter(QQuickItem *parent = 0); |
75 | //Data Interface to system |
76 | void load(QQuickParticleData*); |
77 | void reload(QQuickParticleData*); |
78 | void setCount(int c); |
79 | |
80 | int count() const |
81 | { |
82 | return m_count; |
83 | } |
84 | |
85 | void performPendingCommits();//Called from updatePaintNode |
86 | QQuickParticleSystem* system() const |
87 | { |
88 | return m_system; |
89 | } |
90 | |
91 | QStringList groups() const |
92 | { |
93 | return m_groups; |
94 | } |
95 | |
96 | const GroupIDs &groupIds() const |
97 | { |
98 | if (m_groupIdsNeedRecalculation) { |
99 | recalculateGroupIds(); |
100 | } |
101 | return m_groupIds; |
102 | } |
103 | |
104 | void itemChange(ItemChange, const ItemChangeData &) override; |
105 | |
106 | Q_SIGNALS: |
107 | void countChanged(); |
108 | void systemChanged(QQuickParticleSystem* arg); |
109 | |
110 | void groupsChanged(const QStringList &arg); |
111 | |
112 | public Q_SLOTS: |
113 | void setSystem(QQuickParticleSystem* arg); |
114 | |
115 | void setGroups(const QStringList &arg); |
116 | |
117 | void calcSystemOffset(bool resetPending = false); |
118 | |
119 | private Q_SLOTS: |
120 | virtual void sceneGraphInvalidated() {} |
121 | |
122 | protected: |
123 | /* Reset resets all your internal data structures. But anything attached to a particle should |
124 | be in attached data. So reset + reloads should have no visible effect. |
125 | ###Hunt down all cases where we do a complete reset for convenience and be more targeted |
126 | */ |
127 | virtual void reset(); |
128 | |
129 | void componentComplete() override; |
130 | virtual void initialize(int gIdx, int pIdx){//Called from main thread |
131 | Q_UNUSED(gIdx); |
132 | Q_UNUSED(pIdx); |
133 | } |
134 | virtual void commit(int gIdx, int pIdx){//Called in Render Thread |
135 | //###If you need to do something on size changed, check m_data size in this? Or we reset you every time? |
136 | Q_UNUSED(gIdx); |
137 | Q_UNUSED(pIdx); |
138 | } |
139 | |
140 | QQuickParticleSystem* m_system; |
141 | friend class QQuickParticleSystem; |
142 | int m_count; |
143 | bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter. |
144 | QPointF m_systemOffset; |
145 | |
146 | QQuickWindow *m_window; |
147 | bool m_windowChanged; |
148 | |
149 | private: // methods |
150 | void recalculateGroupIds() const; |
151 | |
152 | private: // data |
153 | QStringList m_groups; |
154 | QSet<QPair<int,int> > m_pendingCommits; |
155 | mutable GroupIDs m_groupIds; |
156 | mutable bool m_groupIdsNeedRecalculation; |
157 | }; |
158 | |
159 | QT_END_NAMESPACE |
160 | #endif // PARTICLE_H |
161 | |