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authorAndy Nichols <andy.nichols@theqtcompany.com>2015-08-21 16:23:27 +0200
committerAndy Nichols <andy.nichols@theqtcompany.com>2015-10-27 10:48:56 +0000
commit31a4c1e3438bc47ac9d488f557f6144f0a7463ba (patch)
treef6a3ca82b7551c26003e42f4c94352b1510ccf5d /src/core/nodes/qnode_p.h
parent5017dd3572badfa9cd80eca3be220fd6f5635520 (diff)
QNode: Introduce enabled property
Previously there was only and enable property for the QNode subclass QComponent, but now all QNode subclasses should also have an enable property. This means that it is now possible to disable a QEntity which would also disable all of its children. This is a bit tricky though because each Aspect needs to now check if the corresponding QEntities are disabled or not before processing. This has been accounted for with RenderEntity in the Renderer already, but will need to be respected in each Aspect. This behavior is similar to the Unity3D GameObject active property which disabled the entity and disables all components. Change-Id: I5233b2b43f04aa5dfa7910eac6a88a9da656a997 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/core/nodes/qnode_p.h')
-rw-r--r--src/core/nodes/qnode_p.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/core/nodes/qnode_p.h b/src/core/nodes/qnode_p.h
index b51dff472..ef46b2e7a 100644
--- a/src/core/nodes/qnode_p.h
+++ b/src/core/nodes/qnode_p.h
@@ -86,6 +86,7 @@ public:
mutable QNodeId m_id;
bool m_blockNotifications;
bool m_wasCleanedUp;
+ bool m_enabled;
static QNodePrivate *get(QNode *q);
static void nodePtrDeleter(QNode *q);