/**************************************************************************** ** ** Copyright (C) 2013 Research In Motion. ** 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 "quick3dnodeinstantiator_p.h" #include "quick3dnodeinstantiator_p_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Quick { Quick3DNodeInstantiatorPrivate::Quick3DNodeInstantiatorPrivate(QNode *qq) : QNodePrivate(qq) , m_componentComplete(true) , m_effectiveReset(false) , m_active(true) , m_async(false) , m_ownModel(false) , m_model(QVariant(1)) , m_instanceModel(0) , m_delegate(0) { } Quick3DNodeInstantiatorPrivate::~Quick3DNodeInstantiatorPrivate() { qDeleteAll(m_objects); } void Quick3DNodeInstantiatorPrivate::clear() { Q_Q(Quick3DNodeInstantiator); if (!m_instanceModel) return; if (!m_objects.count()) return; for (int i = 0; i < m_objects.count(); i++) { q->objectRemoved(i, m_objects[i]); m_instanceModel->release(m_objects[i]); } m_objects.clear(); q->objectChanged(); } void Quick3DNodeInstantiatorPrivate::regenerate() { Q_Q(Quick3DNodeInstantiator); if (!m_componentComplete) return; int prevCount = q->count(); clear(); if (!m_active || !m_instanceModel || !m_instanceModel->count() || !m_instanceModel->isValid()) { if (prevCount) q->countChanged(); return; } for (int i = 0; i < m_instanceModel->count(); i++) { QObject *object = m_instanceModel->object(i, m_async); // If the item was already created we won't get a createdItem if (object) _q_createdItem(i, object); } if (q->count() != prevCount) q->countChanged(); } void Quick3DNodeInstantiatorPrivate::_q_createdItem(int idx, QObject *item) { Q_Q(Quick3DNodeInstantiator); if (m_objects.contains(item)) //Case when it was created synchronously in regenerate return; item->setParent(q); m_objects.insert(idx, item); if (m_objects.count() == 1) q->objectChanged(); q->objectAdded(idx, item); } void Quick3DNodeInstantiatorPrivate::_q_modelUpdated(const QQmlChangeSet &changeSet, bool reset) { Q_Q(Quick3DNodeInstantiator); if (!m_componentComplete || m_effectiveReset) return; if (reset) { regenerate(); if (changeSet.difference() != 0) q->countChanged(); return; } int difference = 0; QHash > > moved; Q_FOREACH (const QQmlChangeSet::Change &remove, changeSet.removes()) { int index = qMin(remove.index, m_objects.count()); int count = qMin(remove.index + remove.count, m_objects.count()) - index; if (remove.isMove()) { moved.insert(remove.moveId, m_objects.mid(index, count)); m_objects.erase( m_objects.begin() + index, m_objects.begin() + index + count); } else { while (count--) { QObject *obj = m_objects.at(index); m_objects.remove(index); q->objectRemoved(index, obj); if (obj) m_instanceModel->release(obj); } } difference -= remove.count; } Q_FOREACH (const QQmlChangeSet::Change &insert, changeSet.inserts()) { int index = qMin(insert.index, m_objects.count()); if (insert.isMove()) { QVector > movedObjects = moved.value(insert.moveId); m_objects = m_objects.mid(0, index) + movedObjects + m_objects.mid(index); } else for (int i = 0; i < insert.count; ++i) { int modelIndex = index + i; QObject *obj = m_instanceModel->object(modelIndex, m_async); if (obj) _q_createdItem(modelIndex, obj); } difference += insert.count; } if (difference != 0) q->countChanged(); } void Quick3DNodeInstantiatorPrivate::makeModel() { Q_Q(Quick3DNodeInstantiator); QQmlDelegateModel* delegateModel = new QQmlDelegateModel(qmlContext(q)); m_instanceModel = delegateModel; m_ownModel = true; delegateModel->setDelegate(m_delegate); delegateModel->classBegin(); //Pretend it was made in QML if (m_componentComplete) delegateModel->componentComplete(); } /*! \qmltype NodeInstantiator \instantiates Quick3DNodeInstantiator \inqmlmodule Quick3D \brief Dynamically creates nodes \since 5.5 A NodeInstantiator can be used to control the dynamic creation of nodes, or to dynamically create multiple objects from a template. The NodeInstantiator element will manage the objects it creates. Those objects are parented to the Instantiator and can also be deleted by the NodeInstantiator if the NodeInstantiator's properties change. Nodes can also be destroyed dynamically through other means, and the NodeInstantiator will not recreate them unless the properties of the NodeInstantiator change. */ Quick3DNodeInstantiator::Quick3DNodeInstantiator(QNode *parent) : QNode(*(new Quick3DNodeInstantiatorPrivate(this)), parent) { } Quick3DNodeInstantiator::~Quick3DNodeInstantiator() { } /*! \qmlsignal Quick3D::NodeInstantiator::objectAdded(int index, QtObject node) This signal is emitted when a node is added to the NodeInstantiator. The \a index parameter holds the index which the node has been given, and the \a node parameter holds the \l Node that has been added. The corresponding handler is \c onNodeAdded. */ /*! \qmlsignal Quick3D::NodeInstantiator::objectRemoved(int index, QtObject object) This signal is emitted when an object is removed from the Instantiator. The \a index parameter holds the index which the object had been given, and the \a object parameter holds the \l QtObject that has been removed. Do not keep a reference to \a object if it was created by this Instantiator, as in these cases it will be deleted shortly after the signal is handled. The corresponding handler is \c onObjectRemoved. */ /*! \qmlproperty bool Quick3D::NodeInstantiator::active When active is true, and the delegate component is ready, the Instantiator will create objects according to the model. When active is false, no objects will be created and any previously created objects will be destroyed. Default is true. */ bool Quick3DNodeInstantiator::isActive() const { Q_D(const Quick3DNodeInstantiator); return d->m_active; } void Quick3DNodeInstantiator::setActive(bool newVal) { Q_D(Quick3DNodeInstantiator); if (newVal == d->m_active) return; d->m_active = newVal; emit activeChanged(); d->regenerate(); } /*! \qmlproperty bool Quick3D::NodeInstantiator::asynchronous When asynchronous is true the Instantiator will attempt to create objects asynchronously. This means that objects may not be available immediately, even if active is set to true. You can use the objectAdded signal to respond to items being created. Default is false. */ bool Quick3DNodeInstantiator::isAsync() const { Q_D(const Quick3DNodeInstantiator); return d->m_async; } void Quick3DNodeInstantiator::setAsync(bool newVal) { Q_D(Quick3DNodeInstantiator); if (newVal == d->m_async) return; d->m_async = newVal; emit asynchronousChanged(); } /*! \qmlproperty int Quick3D::NodeInstantiator::count The number of objects the Instantiator is currently managing. */ int Quick3DNodeInstantiator::count() const { Q_D(const Quick3DNodeInstantiator); return d->m_objects.count(); } /*! \qmlproperty QtQml::Component Quick3D::NodeInstantiator::delegate \default The component used to create all objects. Note that an extra variable, index, will be available inside instances of the delegate. This variable refers to the index of the instance inside the Instantiator, and can be used to obtain the object through the itemAt method of the Instantiator. If this property is changed, all instances using the old delegate will be destroyed and new instances will be created using the new delegate. */ QQmlComponent *Quick3DNodeInstantiator::delegate() { Q_D(Quick3DNodeInstantiator); return d->m_delegate; } void Quick3DNodeInstantiator::setDelegate(QQmlComponent *c) { Q_D(Quick3DNodeInstantiator); if (c == d->m_delegate) return; d->m_delegate = c; emit delegateChanged(); if (!d->m_ownModel) return; if (QQmlDelegateModel *dModel = qobject_cast(d->m_instanceModel)) dModel->setDelegate(c); if (d->m_componentComplete) d->regenerate(); } /*! \qmlproperty variant Quick3D::NodeInstantiator::model This property can be set to any of the supported \l {qml-data-models}{data models}: \list \li A number that indicates the number of delegates to be created by the repeater \li A model (e.g. a ListModel item, or a QAbstractItemModel subclass) \li A string list \li An object list \endlist The type of model affects the properties that are exposed to the \l delegate. Default value is 1, which creates a single delegate instance. \sa {qml-data-models}{Data Models} */ QVariant Quick3DNodeInstantiator::model() const { Q_D(const Quick3DNodeInstantiator); return d->m_model; } void Quick3DNodeInstantiator::setModel(const QVariant &v) { Q_D(Quick3DNodeInstantiator); if (d->m_model == v) return; d->m_model = v; //Don't actually set model until componentComplete in case it wants to create its delegates immediately if (!d->m_componentComplete) return; QQmlInstanceModel *prevModel = d->m_instanceModel; QObject *object = qvariant_cast(v); QQmlInstanceModel *vim = 0; if (object && (vim = qobject_cast(object))) { if (d->m_ownModel) { delete d->m_instanceModel; prevModel = 0; d->m_ownModel = false; } d->m_instanceModel = vim; } else if (v != QVariant(0)){ if (!d->m_ownModel) d->makeModel(); if (QQmlDelegateModel *dataModel = qobject_cast(d->m_instanceModel)) { d->m_effectiveReset = true; dataModel->setModel(v); d->m_effectiveReset = false; } } if (d->m_instanceModel != prevModel) { if (prevModel) { disconnect(prevModel, SIGNAL(modelUpdated(QQmlChangeSet,bool)), this, SLOT(_q_modelUpdated(QQmlChangeSet,bool))); disconnect(prevModel, SIGNAL(createdItem(int,QObject*)), this, SLOT(_q_createdItem(int,QObject*))); //disconnect(prevModel, SIGNAL(initItem(int,QObject*)), this, SLOT(initItem(int,QObject*))); } connect(d->m_instanceModel, SIGNAL(modelUpdated(QQmlChangeSet,bool)), this, SLOT(_q_modelUpdated(QQmlChangeSet,bool))); connect(d->m_instanceModel, SIGNAL(createdItem(int,QObject*)), this, SLOT(_q_createdItem(int,QObject*))); //connect(d->m_instanceModel, SIGNAL(initItem(int,QObject*)), this, SLOT(initItem(int,QObject*))); } d->regenerate(); emit modelChanged(); } /*! \qmlproperty QtQml::QtObject Quick3D::NodeInstantiator::object This is a reference to the first created object, intended as a convenience for the case where only one object has been created. */ QObject *Quick3DNodeInstantiator::object() const { Q_D(const Quick3DNodeInstantiator); if (d->m_objects.count()) return d->m_objects[0]; return 0; } /*! \qmlmethod QtQml::QtObject Quick3D::NodeInstantiator::objectAt Returns a reference to the object with the given \a index. */ QObject *Quick3DNodeInstantiator::objectAt(int index) const { Q_D(const Quick3DNodeInstantiator); if (index >= 0 && index < d->m_objects.count()) return d->m_objects[index]; return 0; } /*! \internal */ void Quick3DNodeInstantiator::classBegin() { Q_D(Quick3DNodeInstantiator); d->m_componentComplete = false; } /*! \internal */ void Quick3DNodeInstantiator::componentComplete() { Q_D(Quick3DNodeInstantiator); d->m_componentComplete = true; if (d->m_ownModel) { static_cast(d->m_instanceModel)->componentComplete(); d->regenerate(); } else { QVariant realModel = d->m_model; d->m_model = QVariant(0); setModel(realModel); //If realModel == d->m_model this won't do anything, but that's fine since the model's 0 //setModel calls regenerate } } void Quick3DNodeInstantiator::copy(const QNode *ref) { QNode::copy(ref); const Quick3DNodeInstantiator *instantiator = static_cast(ref); // We only need to clone the children as the instantiator itself has no // corresponding backend node type. for (int i = 0; i < instantiator->d_func()->m_objects.size(); ++i) { QNode *n = qobject_cast(instantiator->d_func()->m_objects.at(i)); if (!n) continue; QNode *clonedNode = QNode::clone(n); clonedNode->setParent(this); d_func()->m_objects.append(clonedNode); } } } // namespace Quick } // namespace Qt3D QT_END_NAMESPACE #include "moc_quick3dnodeinstantiator_p.cpp"