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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
59QT_BEGIN_NAMESPACE
60
61class 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
70public: // data
71 typedef QQuickParticleVarLengthArray<QQuickParticleGroupData::ID, 4> GroupIDs;
72
73public:
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
106Q_SIGNALS:
107 void countChanged();
108 void systemChanged(QQuickParticleSystem* arg);
109
110 void groupsChanged(const QStringList &arg);
111
112public Q_SLOTS:
113 void setSystem(QQuickParticleSystem* arg);
114
115 void setGroups(const QStringList &arg);
116
117 void calcSystemOffset(bool resetPending = false);
118
119private Q_SLOTS:
120 virtual void sceneGraphInvalidated() {}
121
122protected:
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
149private: // methods
150 void recalculateGroupIds() const;
151
152private: // data
153 QStringList m_groups;
154 QSet<QPair<int,int> > m_pendingCommits;
155 mutable GroupIDs m_groupIds;
156 mutable bool m_groupIdsNeedRecalculation;
157};
158
159QT_END_NAMESPACE
160#endif // PARTICLE_H
161

source code of qtdeclarative/src/particles/qquickparticlepainter_p.h