/**************************************************************************** ** ** Copyright (C) 2014 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 "shaderpropertyparser_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Quick { ShaderPropertyParser::ShaderPropertyParser() : QQmlCustomParser(AcceptsAttachedProperties) { } void ShaderPropertyParser::verifyBindings(const QV4::CompiledData::Unit *qmlUnit, const QList &bindings) { // TODO: Complete below when a proper Uniform API is defined Q_FOREACH (const QV4::CompiledData::Binding *binding, bindings) { QString propertyName = qmlUnit->stringAt(binding->propertyNameIndex); qDebug() << Q_FUNC_INFO << "propertyName " << propertyName; if (binding->type == QV4::CompiledData::Binding::Type_Object) { qDebug() << Q_FUNC_INFO << "Object property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_AttachedProperty) { qDebug() << Q_FUNC_INFO << "Attached property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_GroupProperty) { qDebug() << Q_FUNC_INFO << "Group property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_String) { qDebug() << Q_FUNC_INFO << "String property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_Boolean) { qDebug() << Q_FUNC_INFO << "Boolean property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_Number) { qDebug() << Q_FUNC_INFO << "Number property"; } else if (binding->type >= QV4::CompiledData::Binding::Type_Script) { qDebug() << Q_FUNC_INFO << "Script property"; } } } void ShaderPropertyParser::applyBindings(QObject *, QQmlCompiledData *, const QList &) { // TODO: Implement me } } // Quick } // namespace Render } // Qt3D QT_END_NAMESPACE