| 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 "qquickspriteengine_p.h" |
| 5 | #include "qquicksprite_p.h" |
| 6 | #include <qqmlinfo.h> |
| 7 | #include <qqml.h> |
| 8 | #include <QDebug> |
| 9 | #include <QPainter> |
| 10 | #include <QRandomGenerator> |
| 11 | #include <QSet> |
| 12 | |
| 13 | QT_BEGIN_NAMESPACE |
| 14 | |
| 15 | /* |
| 16 | \internal Stochastic/Sprite engine implementation docs |
| 17 | |
| 18 | Nomenclature: 'thing' refers to an instance of a running sprite or state. It could be renamed. |
| 19 | States and Transitions are referred to in the state machine sense here, NOT in the QML sense. |
| 20 | |
| 21 | The Stochastic State engine takes states with stochastic state transitions defined and transitions them. |
| 22 | When a state is started, it's added to a list of pending updates sorted by their time they want to update. |
| 23 | An external driver calls the update function with an elapsed time, which becomes the new time offset. |
| 24 | The pending update stack is popped until all entries are past the current time, which simulates all intervening time. |
| 25 | |
| 26 | The Sprite Engine subclass has two major differences. Firstly all states are sprites (and there's a new vector with them |
| 27 | cast to sprite). Secondly, it chops up images and states to fit a texture friendly format. |
| 28 | Before the Sprite Engine starts running, its user requests a texture assembled from all the sprite images. This |
| 29 | texture is made by pasting the sprites into one image, with one sprite animation per row (in the future it is planned to have |
| 30 | arbitrary X/Y start ends, but they will still be assembled and recorded here and still have to be contiguous lines). |
| 31 | This cut-up allows the users to calcuate frame positions with a texture percentage width and elapsed time. |
| 32 | It also means that large sprites cover multiple lines to fit inside the texture memory limit (which is a square). |
| 33 | |
| 34 | Large sprites covering multiple lines breaks this simple interface for the users, so each line is treated as a pseudostate |
| 35 | and it's mostly hidden from the spriteengine users (except that they'll get advanced signals where the state is the same |
| 36 | but the visual parameters changed). These are not real states because that would get very complex with bindings. Instead, |
| 37 | when sprite attributes are requested from a sprite that has multiple pseudostates, it returns the values for the psuedostate |
| 38 | it is in. State advancement is intercepted and hollow for pseudostates, except the last one. The last one transitions as the |
| 39 | state normally does. |
| 40 | */ |
| 41 | |
| 42 | static const int NINF = -1000000;//magic number for random start time - should be more negative than a single realistic animation duration |
| 43 | //#define SPRITE_IMAGE_DEBUG |
| 44 | #ifdef SPRITE_IMAGE_DEBUG |
| 45 | #include <QFile> |
| 46 | #include <QDir> |
| 47 | #endif |
| 48 | /* TODO: |
| 49 | make sharable? |
| 50 | solve the state data initialization/transfer issue so as to not need to make friends |
| 51 | */ |
| 52 | |
| 53 | QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) : |
| 54 | QObject(parent), m_timeOffset(0), m_addAdvance(false) |
| 55 | { |
| 56 | //Default size 1 |
| 57 | setCount(1); |
| 58 | } |
| 59 | |
| 60 | QQuickStochasticEngine::QQuickStochasticEngine(const QList<QQuickStochasticState *> &states, QObject *parent) : |
| 61 | QObject(parent), m_states(states), m_timeOffset(0), m_addAdvance(false) |
| 62 | { |
| 63 | //Default size 1 |
| 64 | setCount(1); |
| 65 | } |
| 66 | |
| 67 | QQuickStochasticEngine::~QQuickStochasticEngine() |
| 68 | { |
| 69 | } |
| 70 | |
| 71 | QQuickSpriteEngine::QQuickSpriteEngine(QObject *parent) |
| 72 | : QQuickStochasticEngine(parent), m_startedImageAssembly(false), m_loaded(false) |
| 73 | { |
| 74 | } |
| 75 | |
| 76 | QQuickSpriteEngine::QQuickSpriteEngine(const QList<QQuickSprite *> &sprites, QObject *parent) |
| 77 | : QQuickSpriteEngine(parent) |
| 78 | { |
| 79 | for (QQuickSprite* sprite : sprites) |
| 80 | m_states << (QQuickStochasticState*)sprite; |
| 81 | } |
| 82 | |
| 83 | QQuickSpriteEngine::~QQuickSpriteEngine() |
| 84 | { |
| 85 | } |
| 86 | |
| 87 | |
| 88 | int QQuickSpriteEngine::maxFrames() const |
| 89 | { |
| 90 | return m_maxFrames; |
| 91 | } |
| 92 | |
| 93 | /* States too large to fit in one row are split into multiple rows |
| 94 | This is more efficient for the implementation, but should remain an implementation detail (invisible from QML) |
| 95 | Therefore the below functions abstract sprite from the viewpoint of classes that pass the details onto shaders |
| 96 | But States maintain their listed index for internal structures |
| 97 | TODO: All these calculations should be pre-calculated and cached during initialization for a significant performance boost |
| 98 | TODO: Above idea needs to have the varying duration offset added to it |
| 99 | */ |
| 100 | //TODO: Should these be adding advanceTime as well? But only if advanceTime was added to your startTime... |
| 101 | /* |
| 102 | To get these working with duration=-1, m_startTimes will be messed with should duration=-1 |
| 103 | m_startTimes will be set in advance/restart to 0->(m_framesPerRow-1) and can be used directly as extra. |
| 104 | This makes it 'frame' instead, but is more memory efficient than two arrays and less hideous than a vector of unions. |
| 105 | */ |
| 106 | int QQuickSpriteEngine::pseudospriteProgress(int sprite, int state, int* rowDuration) const |
| 107 | { |
| 108 | int myRowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow / m_sprites[state]->m_frames; |
| 109 | if (rowDuration) |
| 110 | *rowDuration = myRowDuration; |
| 111 | |
| 112 | if (m_sprites[state]->reverse()) //shift start-time back by the amount of time the first frame is smaller than rowDuration |
| 113 | return (m_timeOffset - (m_startTimes[sprite] - (myRowDuration - (m_duration[sprite] % myRowDuration))) ) |
| 114 | / myRowDuration; |
| 115 | else |
| 116 | return (m_timeOffset - m_startTimes[sprite]) / myRowDuration; |
| 117 | } |
| 118 | |
| 119 | int QQuickSpriteEngine::spriteState(int sprite) const |
| 120 | { |
| 121 | if (!m_loaded) |
| 122 | return 0; |
| 123 | int state = m_things[sprite]; |
| 124 | if (!m_sprites[state]->m_generatedCount) |
| 125 | return state; |
| 126 | |
| 127 | int ; |
| 128 | if (m_sprites[state]->frameSync()) |
| 129 | extra = m_startTimes[sprite]; |
| 130 | else if (!m_duration[sprite]) |
| 131 | return state; |
| 132 | else |
| 133 | extra = pseudospriteProgress(sprite, state); |
| 134 | if (m_sprites[state]->reverse()) |
| 135 | extra = (m_sprites[state]->m_generatedCount - 1) - extra; |
| 136 | |
| 137 | return state + extra; |
| 138 | } |
| 139 | |
| 140 | int QQuickSpriteEngine::spriteStart(int sprite) const |
| 141 | { |
| 142 | if (!m_duration[sprite] || !m_loaded) |
| 143 | return m_timeOffset; |
| 144 | int state = m_things[sprite]; |
| 145 | if (!m_sprites[state]->m_generatedCount) |
| 146 | return m_startTimes[sprite]; |
| 147 | int rowDuration; |
| 148 | int = pseudospriteProgress(sprite, state, rowDuration: &rowDuration); |
| 149 | if (m_sprites[state]->reverse()) |
| 150 | return m_startTimes[sprite] + (extra ? (extra - 1)*rowDuration + (m_duration[sprite] % rowDuration) : 0); |
| 151 | return m_startTimes[sprite] + extra*rowDuration; |
| 152 | } |
| 153 | |
| 154 | int QQuickSpriteEngine::spriteFrames(int sprite) const |
| 155 | { |
| 156 | if (!m_loaded) |
| 157 | return 1; |
| 158 | int state = m_things[sprite]; |
| 159 | if (!m_sprites[state]->m_generatedCount) |
| 160 | return m_sprites[state]->frames(); |
| 161 | |
| 162 | int ; |
| 163 | if (m_sprites[state]->frameSync()) |
| 164 | extra = m_startTimes[sprite]; |
| 165 | else if (!m_duration[sprite]) |
| 166 | return m_sprites[state]->frames(); |
| 167 | else |
| 168 | extra = pseudospriteProgress(sprite, state); |
| 169 | if (m_sprites[state]->reverse()) |
| 170 | extra = (m_sprites[state]->m_generatedCount - 1) - extra; |
| 171 | |
| 172 | |
| 173 | if (extra == m_sprites[state]->m_generatedCount - 1) {//last state |
| 174 | const int framesRemaining = m_sprites[state]->frames() % m_sprites[state]->m_framesPerRow; |
| 175 | if (framesRemaining > 0) |
| 176 | return framesRemaining; |
| 177 | } |
| 178 | return m_sprites[state]->m_framesPerRow; |
| 179 | } |
| 180 | |
| 181 | int QQuickSpriteEngine::spriteDuration(int sprite) const //Full duration, not per frame |
| 182 | { |
| 183 | if (!m_duration[sprite] || !m_loaded) |
| 184 | return m_duration[sprite]; |
| 185 | int state = m_things[sprite]; |
| 186 | if (!m_sprites[state]->m_generatedCount) |
| 187 | return m_duration[sprite]; |
| 188 | int rowDuration; |
| 189 | int = pseudospriteProgress(sprite, state, rowDuration: &rowDuration); |
| 190 | if (m_sprites[state]->reverse()) |
| 191 | extra = (m_sprites[state]->m_generatedCount - 1) - extra; |
| 192 | |
| 193 | if (extra == m_sprites[state]->m_generatedCount - 1) {//last state |
| 194 | const int durationRemaining = m_duration[sprite] % rowDuration; |
| 195 | if (durationRemaining > 0) |
| 196 | return durationRemaining; |
| 197 | } |
| 198 | return rowDuration; |
| 199 | } |
| 200 | |
| 201 | int QQuickSpriteEngine::spriteY(int sprite) const |
| 202 | { |
| 203 | if (!m_loaded) |
| 204 | return 0; |
| 205 | int state = m_things[sprite]; |
| 206 | if (!m_sprites[state]->m_generatedCount) |
| 207 | return m_sprites[state]->m_rowY; |
| 208 | |
| 209 | int ; |
| 210 | if (m_sprites[state]->frameSync()) |
| 211 | extra = m_startTimes[sprite]; |
| 212 | else if (!m_duration[sprite]) |
| 213 | return m_sprites[state]->m_rowY; |
| 214 | else |
| 215 | extra = pseudospriteProgress(sprite, state); |
| 216 | if (m_sprites[state]->reverse()) |
| 217 | extra = (m_sprites[state]->m_generatedCount - 1) - extra; |
| 218 | |
| 219 | |
| 220 | return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra; |
| 221 | } |
| 222 | |
| 223 | int QQuickSpriteEngine::spriteX(int sprite) const |
| 224 | { |
| 225 | if (!m_loaded) |
| 226 | return 0; |
| 227 | int state = m_things[sprite]; |
| 228 | if (!m_sprites[state]->m_generatedCount) |
| 229 | return m_sprites[state]->m_rowStartX; |
| 230 | |
| 231 | int ; |
| 232 | if (m_sprites[state]->frameSync()) |
| 233 | extra = m_startTimes[sprite]; |
| 234 | else if (!m_duration[sprite]) |
| 235 | return m_sprites[state]->m_rowStartX; |
| 236 | else |
| 237 | extra = pseudospriteProgress(sprite, state); |
| 238 | if (m_sprites[state]->reverse()) |
| 239 | extra = (m_sprites[state]->m_generatedCount - 1) - extra; |
| 240 | |
| 241 | if (extra) |
| 242 | return 0; |
| 243 | return m_sprites[state]->m_rowStartX; |
| 244 | } |
| 245 | |
| 246 | QQuickSprite* QQuickSpriteEngine::sprite(int sprite) const |
| 247 | { |
| 248 | return m_sprites[m_things[sprite]]; |
| 249 | } |
| 250 | |
| 251 | int QQuickSpriteEngine::spriteWidth(int sprite) const |
| 252 | { |
| 253 | int state = m_things[sprite]; |
| 254 | return m_sprites[state]->m_frameWidth; |
| 255 | } |
| 256 | |
| 257 | int QQuickSpriteEngine::spriteHeight(int sprite) const |
| 258 | { |
| 259 | int state = m_things[sprite]; |
| 260 | return m_sprites[state]->m_frameHeight; |
| 261 | } |
| 262 | |
| 263 | int QQuickSpriteEngine::spriteCount() const //TODO: Actually image state count, need to rename these things to make sense together |
| 264 | { |
| 265 | return m_imageStateCount; |
| 266 | } |
| 267 | |
| 268 | void QQuickStochasticEngine::setGoal(int state, int sprite, bool jump) |
| 269 | { |
| 270 | if (sprite >= m_things.size() || state >= m_states.size() |
| 271 | || sprite < 0 || state < 0) |
| 272 | return; |
| 273 | if (!jump){ |
| 274 | m_goals[sprite] = state; |
| 275 | return; |
| 276 | } |
| 277 | |
| 278 | if (m_things.at(i: sprite) == state) |
| 279 | return;//Already there |
| 280 | m_things[sprite] = state; |
| 281 | m_duration[sprite] = m_states.at(i: state)->variedDuration(); |
| 282 | m_goals[sprite] = -1; |
| 283 | restart(index: sprite); |
| 284 | emit stateChanged(idx: sprite); |
| 285 | emit m_states.at(i: state)->entered(); |
| 286 | return; |
| 287 | } |
| 288 | |
| 289 | QQuickPixmap::Status QQuickSpriteEngine::status() const //Composed status of all Sprites |
| 290 | { |
| 291 | if (!m_startedImageAssembly) |
| 292 | return QQuickPixmap::Null; |
| 293 | int null, loading, ready; |
| 294 | null = loading = ready = 0; |
| 295 | for (QQuickSprite* s : m_sprites) { |
| 296 | switch (s->m_pix.status()) { |
| 297 | // ### Maybe add an error message here, because this null shouldn't be reached but when it does, the image fails without an error message. |
| 298 | case QQuickPixmap::Null : null++; break; |
| 299 | case QQuickPixmap::Loading : loading++; break; |
| 300 | case QQuickPixmap::Error : return QQuickPixmap::Error; |
| 301 | case QQuickPixmap::Ready : ready++; break; |
| 302 | } |
| 303 | } |
| 304 | if (null) |
| 305 | return QQuickPixmap::Null; |
| 306 | if (loading) |
| 307 | return QQuickPixmap::Loading; |
| 308 | if (ready) |
| 309 | return QQuickPixmap::Ready; |
| 310 | return QQuickPixmap::Null; |
| 311 | } |
| 312 | |
| 313 | void QQuickSpriteEngine::startAssemblingImage() |
| 314 | { |
| 315 | if (m_startedImageAssembly) |
| 316 | return; |
| 317 | m_loaded = false; |
| 318 | m_errorsPrinted = false; |
| 319 | m_sprites.clear(); |
| 320 | |
| 321 | //This could also trigger the start of the image loading in Sprites, however that currently happens in Sprite::setSource |
| 322 | |
| 323 | QList<QQuickStochasticState*> removals; |
| 324 | |
| 325 | for (QQuickStochasticState* s : std::as_const(t&: m_states)) { |
| 326 | QQuickSprite* sprite = qobject_cast<QQuickSprite*>(object: s); |
| 327 | if (sprite) { |
| 328 | m_sprites << sprite; |
| 329 | } else { |
| 330 | removals << s; |
| 331 | qDebug() << "Error: Non-sprite in QQuickSpriteEngine" ; |
| 332 | } |
| 333 | } |
| 334 | for (QQuickStochasticState* s : std::as_const(t&: removals)) |
| 335 | m_states.removeAll(t: s); |
| 336 | m_startedImageAssembly = true; |
| 337 | } |
| 338 | |
| 339 | QImage QQuickSpriteEngine::assembledImage(int maxSize) |
| 340 | { |
| 341 | QQuickPixmap::Status stat = status(); |
| 342 | if (!m_errorsPrinted && stat == QQuickPixmap::Error) { |
| 343 | for (QQuickSprite* s : std::as_const(t&: m_sprites)) |
| 344 | if (s->m_pix.isError()) |
| 345 | qmlWarning(me: s) << s->m_pix.error(); |
| 346 | m_errorsPrinted = true; |
| 347 | } |
| 348 | |
| 349 | if (stat != QQuickPixmap::Ready) |
| 350 | return QImage(); |
| 351 | |
| 352 | int h = 0; |
| 353 | int w = 0; |
| 354 | m_maxFrames = 0; |
| 355 | m_imageStateCount = 0; |
| 356 | qreal pixelRatio = 1.0; |
| 357 | |
| 358 | for (QQuickSprite* state : std::as_const(t&: m_sprites)) { |
| 359 | if (state->frames() > m_maxFrames) |
| 360 | m_maxFrames = state->frames(); |
| 361 | |
| 362 | QImage img = state->m_pix.image(); |
| 363 | |
| 364 | { |
| 365 | const QSize frameSize(state->m_frameWidth, state->m_frameHeight); |
| 366 | if (!(img.size() - frameSize).isValid()) { |
| 367 | qmlWarning(me: state).nospace() << "SpriteEngine: Invalid frame size " << frameSize << "." |
| 368 | " It's bigger than image size " << img.size() << "." ; |
| 369 | return QImage(); |
| 370 | } |
| 371 | } |
| 372 | |
| 373 | //Check that the frame sizes are the same within one sprite |
| 374 | if (!state->m_frameWidth) |
| 375 | state->m_frameWidth = img.width() / state->frames(); |
| 376 | |
| 377 | if (!state->m_frameHeight) |
| 378 | state->m_frameHeight = img.height(); |
| 379 | |
| 380 | pixelRatio = qMax(a: pixelRatio, b: state->devicePixelRatio()); |
| 381 | |
| 382 | if (state->frames() * state->frameWidth() > maxSize){ |
| 383 | struct helper{ |
| 384 | static int divRoundUp(int a, int b){return (a+b-1)/b;} |
| 385 | }; |
| 386 | int rowsNeeded = helper::divRoundUp(a: state->frames(), b: (maxSize / state->frameWidth())); |
| 387 | if (h + rowsNeeded * state->frameHeight() > maxSize){ |
| 388 | if (rowsNeeded * state->frameHeight() > maxSize) |
| 389 | qmlWarning(me: state) << "SpriteEngine: Animation too large to fit in one texture:" << state->source().toLocalFile(); |
| 390 | else |
| 391 | qmlWarning(me: state) << "SpriteEngine: Animations too large to fit in one texture, pushed over the edge by:" << state->source().toLocalFile(); |
| 392 | qmlWarning(me: state) << "SpriteEngine: Your texture max size today is " << maxSize; |
| 393 | return QImage(); |
| 394 | } |
| 395 | state->m_generatedCount = rowsNeeded; |
| 396 | h += state->frameHeight() * rowsNeeded; |
| 397 | w = qMax(a: w, b: ((int)(maxSize / state->frameWidth())) * state->frameWidth()); |
| 398 | m_imageStateCount += rowsNeeded; |
| 399 | }else{ |
| 400 | h += state->frameHeight(); |
| 401 | w = qMax(a: w, b: state->frameWidth() * state->frames()); |
| 402 | m_imageStateCount++; |
| 403 | } |
| 404 | } |
| 405 | |
| 406 | if (h > maxSize){ |
| 407 | qWarning() << "SpriteEngine: Too many animations to fit in one texture..." ; |
| 408 | qWarning() << "SpriteEngine: Your texture max size today is " << maxSize; |
| 409 | return QImage(); |
| 410 | } |
| 411 | |
| 412 | //maxFrames is max number in a line of the texture |
| 413 | QImage image(w * pixelRatio, h * pixelRatio, QImage::Format_ARGB32_Premultiplied); |
| 414 | image.setDevicePixelRatio(pixelRatio); |
| 415 | image.fill(pixel: 0); |
| 416 | QPainter p(&image); |
| 417 | int y = 0; |
| 418 | for (QQuickSprite* state : std::as_const(t&: m_sprites)) { |
| 419 | QImage img(state->m_pix.image()); |
| 420 | const int frameWidth = state->m_frameWidth; |
| 421 | const int frameHeight = state->m_frameHeight; |
| 422 | const int imgHeight = img.height() / img.devicePixelRatio(); |
| 423 | const int imgWidth = img.width() / img.devicePixelRatio(); |
| 424 | if (imgHeight == frameHeight && imgWidth < maxSize){ //Simple case |
| 425 | p.drawImage(targetRect: QRect(0, y, state->m_frames * frameWidth, frameHeight), |
| 426 | image: img, |
| 427 | sourceRect: QRect(state->m_frameX * img.devicePixelRatio(), 0, state->m_frames * frameWidth * img.devicePixelRatio(), frameHeight * img.devicePixelRatio())); |
| 428 | state->m_rowStartX = 0; |
| 429 | state->m_rowY = y; |
| 430 | y += frameHeight; |
| 431 | } else { //Chopping up image case |
| 432 | state->m_framesPerRow = w/frameWidth; |
| 433 | state->m_rowY = y; |
| 434 | int x = 0; |
| 435 | int curX = state->m_frameX; |
| 436 | int curY = state->m_frameY; |
| 437 | int framesLeft = state->frames(); |
| 438 | while (framesLeft > 0){ |
| 439 | if (w - x + curX <= imgWidth){//finish a row in image (dest) |
| 440 | int copied = w - x; |
| 441 | framesLeft -= copied/frameWidth; |
| 442 | p.drawImage(targetRect: QRect(x, y, copied, frameHeight), |
| 443 | image: img, |
| 444 | sourceRect: QRect(curX * img.devicePixelRatio(), curY * img.devicePixelRatio(), copied * img.devicePixelRatio(), frameHeight * img.devicePixelRatio())); |
| 445 | y += frameHeight; |
| 446 | curX += copied; |
| 447 | x = 0; |
| 448 | if (curX == imgWidth){ |
| 449 | curX = 0; |
| 450 | curY += frameHeight; |
| 451 | } |
| 452 | }else{//finish a row in img (src) |
| 453 | int copied = imgWidth - curX; |
| 454 | framesLeft -= copied/frameWidth; |
| 455 | p.drawImage(targetRect: QRect(x, y, copied, frameHeight), |
| 456 | image: img, |
| 457 | sourceRect: QRect(curX * img.devicePixelRatio(), curY * img.devicePixelRatio(), copied * img.devicePixelRatio(), frameHeight * img.devicePixelRatio())); |
| 458 | curY += frameHeight; |
| 459 | x += copied; |
| 460 | curX = 0; |
| 461 | } |
| 462 | } |
| 463 | if (x) |
| 464 | y += frameHeight; |
| 465 | } |
| 466 | } |
| 467 | |
| 468 | #ifdef SPRITE_IMAGE_DEBUG |
| 469 | QString fPath = QDir::tempPath() + "/SpriteImage.%1.png" ; |
| 470 | int acc = 0; |
| 471 | while (QFile::exists(fPath.arg(acc))) acc++; |
| 472 | image.save(fPath.arg(acc), "PNG" ); |
| 473 | qDebug() << "Assembled image output to: " << fPath.arg(acc); |
| 474 | #endif |
| 475 | |
| 476 | m_loaded = true; |
| 477 | m_startedImageAssembly = false; |
| 478 | return image; |
| 479 | } |
| 480 | |
| 481 | //TODO: Add a reset() function, for completeness in the case of a SpriteEngine being restarted from 0 |
| 482 | void QQuickStochasticEngine::setCount(int c) |
| 483 | { |
| 484 | m_things.resize(size: c); |
| 485 | m_goals.resize(size: c); |
| 486 | m_duration.resize(size: c); |
| 487 | m_startTimes.resize(size: c); |
| 488 | } |
| 489 | |
| 490 | void QQuickStochasticEngine::start(int index, int state) |
| 491 | { |
| 492 | if (index >= m_things.size()) |
| 493 | return; |
| 494 | m_things[index] = state; |
| 495 | m_duration[index] = m_states.at(i: state)->variedDuration(); |
| 496 | if (m_states.at(i: state)->randomStart()) |
| 497 | m_startTimes[index] = NINF; |
| 498 | else |
| 499 | m_startTimes[index] = 0; |
| 500 | m_goals[index] = -1; |
| 501 | m_addAdvance = false; |
| 502 | restart(index); |
| 503 | m_addAdvance = true; |
| 504 | } |
| 505 | |
| 506 | void QQuickStochasticEngine::stop(int index) |
| 507 | { |
| 508 | if (index >= m_things.size()) |
| 509 | return; |
| 510 | //Will never change until start is called again with a new state (or manually advanced) - this is not a 'pause' |
| 511 | for (int i=0; i<m_stateUpdates.size(); i++) |
| 512 | m_stateUpdates[i].second.removeAll(t: index); |
| 513 | } |
| 514 | |
| 515 | void QQuickStochasticEngine::restart(int index) |
| 516 | { |
| 517 | bool randomStart = (m_startTimes.at(i: index) == NINF); |
| 518 | m_startTimes[index] = m_timeOffset; |
| 519 | if (m_addAdvance) |
| 520 | m_startTimes[index] += m_advanceTimer.elapsed(); |
| 521 | if (randomStart) |
| 522 | m_startTimes[index] -= QRandomGenerator::global()->bounded(highest: m_duration.at(i: index)); |
| 523 | int time = m_duration.at(i: index) + m_startTimes.at(i: index); |
| 524 | for (int i=0; i<m_stateUpdates.size(); i++) |
| 525 | m_stateUpdates[i].second.removeAll(t: index); |
| 526 | if (m_duration.at(i: index) >= 0) |
| 527 | addToUpdateList(t: time, idx: index); |
| 528 | } |
| 529 | |
| 530 | void QQuickSpriteEngine::restart(int index) //Reimplemented to recognize and handle pseudostates |
| 531 | { |
| 532 | bool randomStart = (m_startTimes.at(i: index) == NINF); |
| 533 | if (m_loaded && m_sprites.at(i: m_things.at(i: index))->frameSync()) {//Manually advanced |
| 534 | m_startTimes[index] = 0; |
| 535 | if (randomStart && m_sprites.at(i: m_things.at(i: index))->m_generatedCount) |
| 536 | m_startTimes[index] += QRandomGenerator::global()->bounded(highest: m_sprites.at(i: m_things.at(i: index))->m_generatedCount); |
| 537 | } else { |
| 538 | m_startTimes[index] = m_timeOffset; |
| 539 | if (m_addAdvance) |
| 540 | m_startTimes[index] += m_advanceTimer.elapsed(); |
| 541 | if (randomStart) |
| 542 | m_startTimes[index] -= QRandomGenerator::global()->bounded(highest: m_duration.at(i: index)); |
| 543 | int time = spriteDuration(sprite: index) + m_startTimes.at(i: index); |
| 544 | if (randomStart) { |
| 545 | int curTime = m_timeOffset + (m_addAdvance ? m_advanceTimer.elapsed() : 0); |
| 546 | while (time < curTime) //Fast forward through psuedostates as needed |
| 547 | time += spriteDuration(sprite: index); |
| 548 | } |
| 549 | |
| 550 | for (int i=0; i<m_stateUpdates.size(); i++) |
| 551 | m_stateUpdates[i].second.removeAll(t: index); |
| 552 | addToUpdateList(t: time, idx: index); |
| 553 | } |
| 554 | } |
| 555 | |
| 556 | void QQuickStochasticEngine::advance(int idx) |
| 557 | { |
| 558 | if (idx >= m_things.size()) |
| 559 | return;//TODO: Proper fix(because this has happened and I just ignored it) |
| 560 | int nextIdx = nextState(curState: m_things.at(i: idx), idx); |
| 561 | m_things[idx] = nextIdx; |
| 562 | m_duration[idx] = m_states.at(i: nextIdx)->variedDuration(); |
| 563 | restart(index: idx); |
| 564 | emit m_states.at(i: nextIdx)->entered(); |
| 565 | emit stateChanged(idx); |
| 566 | } |
| 567 | |
| 568 | void QQuickSpriteEngine::advance(int idx) //Reimplemented to recognize and handle pseudostates |
| 569 | { |
| 570 | if (!m_loaded) { |
| 571 | qWarning() << QLatin1String("QQuickSpriteEngine: Trying to advance sprites before sprites finish loading. Ignoring directive" ); |
| 572 | return; |
| 573 | } |
| 574 | |
| 575 | if (idx >= m_things.size()) |
| 576 | return;//TODO: Proper fix(because this has happened and I just ignored it) |
| 577 | if (m_duration.at(i: idx) == 0) { |
| 578 | if (m_sprites.at(i: m_things.at(i: idx))->frameSync()) { |
| 579 | //Manually called, advance inner substate count |
| 580 | m_startTimes[idx]++; |
| 581 | if (m_startTimes.at(i: idx) < m_sprites.at(i: m_things.at(i: idx))->m_generatedCount) { |
| 582 | //only a pseudostate ended |
| 583 | emit stateChanged(idx); |
| 584 | return; |
| 585 | } |
| 586 | } |
| 587 | //just go past the pseudostate logic |
| 588 | } else if (m_startTimes.at(i: idx) + m_duration.at(i: idx) |
| 589 | > int(m_timeOffset + (m_addAdvance ? m_advanceTimer.elapsed() : 0))) { |
| 590 | //only a pseduostate ended |
| 591 | emit stateChanged(idx); |
| 592 | addToUpdateList(t: spriteStart(sprite: idx) + spriteDuration(sprite: idx) + (m_addAdvance ? m_advanceTimer.elapsed() : 0), idx); |
| 593 | return; |
| 594 | } |
| 595 | int nextIdx = nextState(curState: m_things.at(i: idx), idx); |
| 596 | m_things[idx] = nextIdx; |
| 597 | m_duration[idx] = m_states.at(i: nextIdx)->variedDuration(); |
| 598 | restart(index: idx); |
| 599 | emit m_states.at(i: nextIdx)->entered(); |
| 600 | emit stateChanged(idx); |
| 601 | } |
| 602 | |
| 603 | int QQuickStochasticEngine::nextState(int curState, int curThing) |
| 604 | { |
| 605 | int nextIdx = -1; |
| 606 | int goalPath = goalSeek(curState, idx: curThing); |
| 607 | if (goalPath == -1){//Random |
| 608 | qreal r = QRandomGenerator::global()->generateDouble(); |
| 609 | qreal total = 0.0; |
| 610 | for (QVariantMap::const_iterator iter=m_states.at(i: curState)->m_to.constBegin(); |
| 611 | iter!=m_states.at(i: curState)->m_to.constEnd(); ++iter) |
| 612 | total += (*iter).toReal(); |
| 613 | r*=total; |
| 614 | for (QVariantMap::const_iterator iter= m_states.at(i: curState)->m_to.constBegin(); |
| 615 | iter!=m_states.at(i: curState)->m_to.constEnd(); ++iter){ |
| 616 | if (r < (*iter).toReal()){ |
| 617 | bool superBreak = false; |
| 618 | for (int i=0; i<m_states.size(); i++){ |
| 619 | if (m_states.at(i)->name() == iter.key()){ |
| 620 | nextIdx = i; |
| 621 | superBreak = true; |
| 622 | break; |
| 623 | } |
| 624 | } |
| 625 | if (superBreak) |
| 626 | break; |
| 627 | } |
| 628 | r -= (*iter).toReal(); |
| 629 | } |
| 630 | }else{//Random out of shortest paths to goal |
| 631 | nextIdx = goalPath; |
| 632 | } |
| 633 | if (nextIdx == -1)//No 'to' states means stay here |
| 634 | nextIdx = curState; |
| 635 | return nextIdx; |
| 636 | } |
| 637 | |
| 638 | uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals? |
| 639 | { |
| 640 | //Sprite State Update; |
| 641 | m_timeOffset = time; |
| 642 | m_addAdvance = false; |
| 643 | int i = 0; |
| 644 | for (; i < m_stateUpdates.size() && time >= m_stateUpdates.at(i).first; ++i) { |
| 645 | const auto copy = m_stateUpdates.at(i).second; |
| 646 | for (int idx : copy) |
| 647 | advance(idx); |
| 648 | } |
| 649 | |
| 650 | m_stateUpdates.remove(i: 0, n: i); |
| 651 | m_advanceTimer.start(); |
| 652 | m_addAdvance = true; |
| 653 | if (m_stateUpdates.isEmpty()) |
| 654 | return uint(-1); |
| 655 | return m_stateUpdates.constFirst().first; |
| 656 | } |
| 657 | |
| 658 | int QQuickStochasticEngine::goalSeek(int curIdx, int spriteIdx, int dist) |
| 659 | { |
| 660 | QString goalName; |
| 661 | if (m_goals.at(i: spriteIdx) != -1) |
| 662 | goalName = m_states.at(i: m_goals.at(i: spriteIdx))->name(); |
| 663 | else |
| 664 | goalName = m_globalGoal; |
| 665 | if (goalName.isEmpty()) |
| 666 | return -1; |
| 667 | //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitrarily anyways) |
| 668 | // Paraphrased - implement in an *efficient* manner |
| 669 | for (int i=0; i<m_states.size(); i++) |
| 670 | if (m_states.at(i: curIdx)->name() == goalName) |
| 671 | return curIdx; |
| 672 | if (dist < 0) |
| 673 | dist = m_states.size(); |
| 674 | QQuickStochasticState* curState = m_states.at(i: curIdx); |
| 675 | for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); |
| 676 | iter!=curState->m_to.constEnd(); ++iter){ |
| 677 | if (iter.key() == goalName) |
| 678 | for (int i=0; i<m_states.size(); i++) |
| 679 | if (m_states.at(i)->name() == goalName) |
| 680 | return i; |
| 681 | } |
| 682 | QSet<int> options; |
| 683 | for (int i=1; i<dist; i++){ |
| 684 | for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); |
| 685 | iter!=curState->m_to.constEnd(); ++iter){ |
| 686 | int option = -1; |
| 687 | for (int j=0; j<m_states.size(); j++)//One place that could be a lot more efficient... |
| 688 | if (m_states.at(i: j)->name() == iter.key()) |
| 689 | if (goalSeek(curIdx: j, spriteIdx, dist: i) != -1) |
| 690 | option = j; |
| 691 | if (option != -1) |
| 692 | options << option; |
| 693 | } |
| 694 | if (!options.isEmpty()){ |
| 695 | if (options.size()==1) |
| 696 | return *(options.begin()); |
| 697 | int option = -1; |
| 698 | qreal r = QRandomGenerator::global()->generateDouble(); |
| 699 | qreal total = 0; |
| 700 | for (QSet<int>::const_iterator iter=options.constBegin(); |
| 701 | iter!=options.constEnd(); ++iter) |
| 702 | total += curState->m_to.value(key: m_states.at(i: (*iter))->name()).toReal(); |
| 703 | r *= total; |
| 704 | for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); |
| 705 | iter!=curState->m_to.constEnd(); ++iter){ |
| 706 | bool superContinue = true; |
| 707 | for (int j=0; j<m_states.size(); j++) |
| 708 | if (m_states.at(i: j)->name() == iter.key()) |
| 709 | if (options.contains(value: j)) |
| 710 | superContinue = false; |
| 711 | if (superContinue) |
| 712 | continue; |
| 713 | if (r < (*iter).toReal()){ |
| 714 | bool superBreak = false; |
| 715 | for (int j=0; j<m_states.size(); j++){ |
| 716 | if (m_states.at(i: j)->name() == iter.key()){ |
| 717 | option = j; |
| 718 | superBreak = true; |
| 719 | break; |
| 720 | } |
| 721 | } |
| 722 | if (superBreak) |
| 723 | break; |
| 724 | } |
| 725 | r-=(*iter).toReal(); |
| 726 | } |
| 727 | return option; |
| 728 | } |
| 729 | } |
| 730 | return -1; |
| 731 | } |
| 732 | |
| 733 | void QQuickStochasticEngine::addToUpdateList(uint t, int idx) |
| 734 | { |
| 735 | for (int i=0; i<m_stateUpdates.size(); i++){ |
| 736 | if (m_stateUpdates.at(i).first == t){ |
| 737 | m_stateUpdates[i].second << idx; |
| 738 | return; |
| 739 | } else if (m_stateUpdates.at(i).first > t) { |
| 740 | QVector<int> tmpList; |
| 741 | tmpList << idx; |
| 742 | m_stateUpdates.insert(i, t: qMakePair(value1&: t, value2&: tmpList)); |
| 743 | return; |
| 744 | } |
| 745 | } |
| 746 | QVector<int> tmpList; |
| 747 | tmpList << idx; |
| 748 | m_stateUpdates << qMakePair(value1&: t, value2&: tmpList); |
| 749 | } |
| 750 | |
| 751 | QT_END_NAMESPACE |
| 752 | |
| 753 | #include "moc_qquickspriteengine_p.cpp" |
| 754 | |