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39 | |
40 | #include "qquickspritegoal_p.h" |
41 | #include <private/qquickspriteengine_p.h> |
42 | #include <private/qquicksprite_p.h> |
43 | #include "qquickimageparticle_p.h" |
44 | #include <QDebug> |
45 | |
46 | QT_BEGIN_NAMESPACE |
47 | |
48 | /*! |
49 | \qmltype SpriteGoal |
50 | \instantiates QQuickSpriteGoalAffector |
51 | \inqmlmodule QtQuick.Particles |
52 | \ingroup qtquick-images-sprites |
53 | \inherits Affector |
54 | \brief For changing the state of a sprite particle. |
55 | |
56 | */ |
57 | /*! |
58 | \qmlproperty string QtQuick.Particles::SpriteGoal::goalState |
59 | |
60 | The name of the Sprite which the affected particles should move to. |
61 | |
62 | Sprite states have defined durations and transitions between them, setting goalState |
63 | will cause it to disregard any path weightings (including 0) and head down the path |
64 | which will reach the goalState quickest. It will pass through intermediate states |
65 | on that path. |
66 | */ |
67 | /*! |
68 | \qmlproperty bool QtQuick.Particles::SpriteGoal::jump |
69 | |
70 | If true, affected sprites will jump directly to the goal state instead of taking the |
71 | shortest valid path to get there. They will also not finish their current state, |
72 | but immediately move to the beginning of the goal state. |
73 | |
74 | Default is false. |
75 | */ |
76 | /*! |
77 | \qmlproperty bool QtQuick.Particles::SpriteGoal::systemStates |
78 | |
79 | deprecated, use GroupGoal instead |
80 | */ |
81 | |
82 | QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) : |
83 | QQuickParticleAffector(parent), |
84 | m_goalIdx(-1), |
85 | m_lastEngine(nullptr), |
86 | m_jump(false), |
87 | m_systemStates(false), |
88 | m_notUsingEngine(false) |
89 | { |
90 | m_ignoresTime = true; |
91 | } |
92 | |
93 | void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e) |
94 | { |
95 | if (m_systemStates){ |
96 | m_goalIdx = m_system->groupIds[m_goalState]; |
97 | }else{ |
98 | m_lastEngine = e; |
99 | for (int i=0; i<e->stateCount(); i++){ |
100 | if (e->state(idx: i)->name() == m_goalState){ |
101 | m_goalIdx = i; |
102 | return; |
103 | } |
104 | } |
105 | m_goalIdx = -1;//Can't find it |
106 | } |
107 | } |
108 | |
109 | void QQuickSpriteGoalAffector::setGoalState(const QString &arg) |
110 | { |
111 | if (m_goalState != arg) { |
112 | m_goalState = arg; |
113 | emit goalStateChanged(arg); |
114 | if (m_goalState.isEmpty()) |
115 | m_goalIdx = -1; |
116 | else |
117 | m_goalIdx = -2; |
118 | } |
119 | } |
120 | |
121 | bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt) |
122 | { |
123 | Q_UNUSED(dt); |
124 | QQuickStochasticEngine *engine = nullptr; |
125 | if (!m_systemStates){ |
126 | //TODO: Affect all engines |
127 | foreach (QQuickParticlePainter *p, m_system->groupData[d->groupId]->painters) |
128 | if (qobject_cast<QQuickImageParticle*>(object: p)) |
129 | engine = qobject_cast<QQuickImageParticle*>(object: p)->spriteEngine(); |
130 | }else{ |
131 | engine = m_system->stateEngine; |
132 | if (!engine) |
133 | m_notUsingEngine = true; |
134 | } |
135 | if (!engine && !m_notUsingEngine) |
136 | return false; |
137 | |
138 | if (m_goalIdx == -2 || engine != m_lastEngine) |
139 | updateStateIndex(e: engine); |
140 | int index = d->index; |
141 | if (m_systemStates) |
142 | index = d->systemIndex; |
143 | if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine |
144 | //TODO: It's possible to move to a group that is intermediate and not used by painters or emitters - but right now that will redirect to the default group |
145 | m_system->moveGroups(d, newGIdx: m_goalIdx); |
146 | }else if (engine->curState(index) != m_goalIdx){ |
147 | engine->setGoal(state: m_goalIdx, sprite: index, jump: m_jump); |
148 | return true; //Doesn't affect particle data, but necessary for onceOff |
149 | } |
150 | return false; |
151 | } |
152 | |
153 | QT_END_NAMESPACE |
154 | |
155 | #include "moc_qquickspritegoal_p.cpp" |
156 | |