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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
46QT_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
82QQuickSpriteGoalAffector::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
93void 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
109void 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
121bool 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
153QT_END_NAMESPACE
154
155#include "moc_qquickspritegoal_p.cpp"
156

source code of qtdeclarative/src/particles/qquickspritegoal.cpp