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#ifndef SPRITEENGINE_H
#define SPRITEENGINE_H
#include <QObject>
#include <QVector>
#include <QTimer>
#include <QTime>
#include <QList>
#include <QDeclarativeListProperty>
#include <QImage>
#include <QPair>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
QT_MODULE(Declarative)
class SpriteState;
class SpriteEngine : public QObject
{
Q_OBJECT
//TODO: Optimize single sprite case
Q_PROPERTY(QDeclarativeListProperty<SpriteState> sprites READ sprites)
Q_PROPERTY(QString globalGoal READ globalGoal WRITE setGlobalGoal NOTIFY globalGoalChanged)
public:
explicit SpriteEngine(QObject *parent = 0);
SpriteEngine(QList<SpriteState*> sprites, QObject *parent=0);
~SpriteEngine();
QDeclarativeListProperty<SpriteState> sprites()
{
return QDeclarativeListProperty<SpriteState>(this, m_states);
}
QString globalGoal() const
{
return m_globalGoal;
}
int count() const {return m_sprites.count();}
void setCount(int c);
int spriteState(int sprite=0) {return m_sprites[sprite];}
int spriteStart(int sprite=0) {return m_startTimes[sprite];}
int stateIndex(SpriteState* s){return m_states.indexOf(s);}
SpriteState* state(int idx){return m_states[idx];}
int stateCount() {return m_states.count();}
int maxFrames();
void setGoal(int state, int sprite=0, bool jump=false);
QImage assembledImage();
void startSprite(int index=0);
signals:
void globalGoalChanged(QString arg);
public slots:
void setGlobalGoal(QString arg)
{
if (m_globalGoal != arg) {
m_globalGoal = arg;
emit globalGoalChanged(arg);
}
}
uint updateSprites(uint time);
private:
void restartSprite(int sprite);
void addToUpdateList(uint t, int idx);
int goalSeek(int curState, int spriteIdx, int dist=-1);
QList<SpriteState*> m_states;
QVector<int> m_sprites;//int is the index in m_states of the current state
QVector<int> m_goals;
QVector<int> m_startTimes;
QList<QPair<uint, QList<int> > > m_stateUpdates;//### This could be done faster
QTime m_advanceTime;
uint m_timeOffset;
QString m_globalGoal;
int m_maxFrames;
};
//Common use is to have your own list property which is transparently an engine
inline void spriteAppend(QDeclarativeListProperty<SpriteState> *p, SpriteState* s)
{
reinterpret_cast<QList<SpriteState *> *>(p->data)->append(s);
p->object->metaObject()->invokeMethod(p->object, "createEngine");
}
inline SpriteState* spriteAt(QDeclarativeListProperty<SpriteState> *p, int idx)
{
return reinterpret_cast<QList<SpriteState *> *>(p->data)->at(idx);
}
inline void spriteClear(QDeclarativeListProperty<SpriteState> *p)
{
reinterpret_cast<QList<SpriteState *> *>(p->data)->clear();
p->object->metaObject()->invokeMethod(p->object, "createEngine");
}
inline int spriteCount(QDeclarativeListProperty<SpriteState> *p)
{
return reinterpret_cast<QList<SpriteState *> *>(p->data)->count();
}
QT_END_NAMESPACE
QT_END_HEADER
#endif // SPRITEENGINE_H
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