1// Copyright (C) 2016 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
3
4#include "qquickspritegoal_p.h"
5#include <private/qquickspriteengine_p.h>
6#include <private/qquicksprite_p.h>
7#include "qquickimageparticle_p.h"
8#include <QDebug>
9
10QT_BEGIN_NAMESPACE
11
12/*!
13 \qmltype SpriteGoal
14 \instantiates QQuickSpriteGoalAffector
15 \inqmlmodule QtQuick.Particles
16 \ingroup qtquick-images-sprites
17 \inherits Affector
18 \brief For changing the state of a sprite particle.
19
20*/
21/*!
22 \qmlproperty string QtQuick.Particles::SpriteGoal::goalState
23
24 The name of the Sprite which the affected particles should move to.
25
26 Sprite states have defined durations and transitions between them, setting goalState
27 will cause it to disregard any path weightings (including 0) and head down the path
28 which will reach the goalState quickest. It will pass through intermediate states
29 on that path.
30*/
31/*!
32 \qmlproperty bool QtQuick.Particles::SpriteGoal::jump
33
34 If true, affected sprites will jump directly to the goal state instead of taking the
35 shortest valid path to get there. They will also not finish their current state,
36 but immediately move to the beginning of the goal state.
37
38 Default is false.
39*/
40/*!
41 \qmlproperty bool QtQuick.Particles::SpriteGoal::systemStates
42
43 deprecated, use GroupGoal instead
44*/
45
46QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
47 QQuickParticleAffector(parent),
48 m_goalIdx(-1),
49 m_lastEngine(nullptr),
50 m_jump(false),
51 m_systemStates(false),
52 m_notUsingEngine(false)
53{
54 m_ignoresTime = true;
55}
56
57void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
58{
59 if (m_systemStates){
60 m_goalIdx = m_system->groupIds[m_goalState];
61 }else{
62 m_lastEngine = e;
63 for (int i=0; i<e->stateCount(); i++){
64 if (e->state(idx: i)->name() == m_goalState){
65 m_goalIdx = i;
66 return;
67 }
68 }
69 m_goalIdx = -1;//Can't find it
70 }
71}
72
73void QQuickSpriteGoalAffector::setGoalState(const QString &arg)
74{
75 if (m_goalState != arg) {
76 m_goalState = arg;
77 emit goalStateChanged(arg);
78 if (m_goalState.isEmpty())
79 m_goalIdx = -1;
80 else
81 m_goalIdx = -2;
82 }
83}
84
85bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
86{
87 Q_UNUSED(dt);
88 QQuickStochasticEngine *engine = nullptr;
89 if (!m_systemStates){
90 //TODO: Affect all engines
91 for (QQuickParticlePainter *p : m_system->groupData[d->groupId]->painters) {
92 if (qobject_cast<QQuickImageParticle*>(object: p))
93 engine = qobject_cast<QQuickImageParticle*>(object: p)->spriteEngine();
94 }
95 } else {
96 engine = m_system->stateEngine;
97 if (!engine)
98 m_notUsingEngine = true;
99 }
100 if (!engine && !m_notUsingEngine)
101 return false;
102
103 if (m_goalIdx == -2 || engine != m_lastEngine)
104 updateStateIndex(e: engine);
105 int index = d->index;
106 if (m_systemStates)
107 index = d->systemIndex;
108 if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
109 //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
110 m_system->moveGroups(d, newGIdx: m_goalIdx);
111 }else if (engine->curState(index) != m_goalIdx){
112 engine->setGoal(state: m_goalIdx, sprite: index, jump: m_jump);
113 return true; //Doesn't affect particle data, but necessary for onceOff
114 }
115 return false;
116}
117
118QT_END_NAMESPACE
119
120#include "moc_qquickspritegoal_p.cpp"
121

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