/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "executor_p.h" #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3D; namespace Qt3DLogic { namespace Logic { Executor::Executor(QObject *parent) : QObject(parent) , m_scene(Q_NULLPTR) { } void Executor::clearQueueAndProceed() { // Clear the queue of nodes to process frame updates for (throw the work away). // If the semaphore is acquired, release it to allow the logic job and hence the // manager and frame to complete and shutdown to continue. m_nodeIds.clear(); if (m_semaphore->available() == 0) m_semaphore->release(); } void Executor::enqueueLogicFrameUpdates(const QVector &nodeIds) { m_nodeIds = nodeIds; } bool Executor::event(QEvent *e) { if (e->type() == QEvent::User) { processLogicFrameUpdates(); e->setAccepted(true); return true; } return false; } /*! \internal Called from context of main thread */ void Executor::processLogicFrameUpdates() { Q_ASSERT(m_scene); Q_ASSERT(m_semaphore); QVector nodes = m_scene->lookupNodes(m_nodeIds); foreach (QNode *node, nodes) { QLogicComponent *logicComponent = qobject_cast(node); if (logicComponent) logicComponent->onFrameUpdate(); } // Release the semaphore so the calling Manager can continue m_semaphore->release(); } } // namespace Logic } // namespace Qt3D QT_END_NAMESPACE