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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#ifndef PARTICLE_H
#define PARTICLE_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QObject>
#include <QDebug>
#include <utility>
#include "qquickparticlesystem_p.h"
QT_BEGIN_NAMESPACE
class Q_QUICKPARTICLES_EXPORT QQuickParticlePainter : public QQuickItem
{
Q_OBJECT
Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged)
Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged)
QML_NAMED_ELEMENT(ParticlePainter)
QML_ADDED_IN_VERSION(2, 0)
QML_UNCREATABLE("Abstract type. Use one of the inheriting types instead.")
public: // data
typedef QQuickParticleVarLengthArray<QQuickParticleGroupData::ID, 4> GroupIDs;
public:
explicit QQuickParticlePainter(QQuickItem *parent = nullptr);
//Data Interface to system
void load(QQuickParticleData*);
void reload(QQuickParticleData*);
void setCount(int c);
int count() const
{
return m_count;
}
void performPendingCommits();//Called from updatePaintNode
QQuickParticleSystem* system() const
{
return m_system;
}
QStringList groups() const
{
return m_groups;
}
const GroupIDs &groupIds() const
{
if (m_groupIdsNeedRecalculation) {
recalculateGroupIds();
}
return m_groupIds;
}
void itemChange(ItemChange, const ItemChangeData &) override;
Q_SIGNALS:
void countChanged();
void systemChanged(QQuickParticleSystem* arg);
void groupsChanged(const QStringList &arg);
public Q_SLOTS:
void setSystem(QQuickParticleSystem* arg);
void setGroups(const QStringList &arg);
void calcSystemOffset(bool resetPending = false);
private Q_SLOTS:
virtual void sceneGraphInvalidated() {}
protected:
/* Reset resets all your internal data structures. But anything attached to a particle should
be in attached data. So reset + reloads should have no visible effect.
###Hunt down all cases where we do a complete reset for convenience and be more targeted
*/
virtual void reset();
void componentComplete() override;
virtual void initialize(int gIdx, int pIdx){//Called from main thread
Q_UNUSED(gIdx);
Q_UNUSED(pIdx);
}
virtual void commit(int gIdx, int pIdx){//Called in Render Thread
//###If you need to do something on size changed, check m_data size in this? Or we reset you every time?
Q_UNUSED(gIdx);
Q_UNUSED(pIdx);
}
QQuickParticleSystem* m_system;
friend class QQuickParticleSystem;
int m_count;
bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter.
QPointF m_systemOffset;
QQuickWindow *m_window;
bool m_windowChanged;
private: // methods
void recalculateGroupIds() const;
private: // data
QStringList m_groups;
QSet<std::pair<int,int> > m_pendingCommits;
mutable GroupIDs m_groupIds;
mutable bool m_groupIdsNeedRecalculation;
};
QT_END_NAMESPACE
#endif // PARTICLE_H
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