/**************************************************************************** ** ** 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 "quick3dshaderdataarray.h" #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Quick { class Quick3DShaderDataArrayPrivate : public Qt3DCore::QNodePrivate { public: Quick3DShaderDataArrayPrivate() : QNodePrivate() {} QList m_values; }; Quick3DShaderDataArray::Quick3DShaderDataArray(QNode *parent) : QNode(*new Quick3DShaderDataArrayPrivate, parent) { } Quick3DShaderDataArray::~Quick3DShaderDataArray() { QNode::cleanup(); } QQmlListProperty Quick3DShaderDataArray::valuesList() { return QQmlListProperty(this, 0, &Quick3DShaderDataArray::appendValue, &Quick3DShaderDataArray::valueCount, &Quick3DShaderDataArray::valueAt, &Quick3DShaderDataArray::clearValues); } QList Quick3DShaderDataArray::values() const { Q_D(const Quick3DShaderDataArray); return d->m_values; } void Quick3DShaderDataArray::copy(const QNode *ref) { QNode::copy(ref); const Quick3DShaderDataArray *dataArray = static_cast(ref); Q_FOREACH (QShaderData *v, dataArray->d_func()->m_values) d_func()->m_values.append(static_cast(QNode::clone(v))); } void Quick3DShaderDataArray::appendValue(QQmlListProperty *list, QShaderData *bar) { Quick3DShaderDataArray *self = static_cast(list->object); static_cast(Quick3DShaderDataArrayPrivate::get(self))->m_values.append(bar); } QShaderData *Quick3DShaderDataArray::valueAt(QQmlListProperty *list, int index) { Quick3DShaderDataArray *self = static_cast(list->object); return static_cast(Quick3DShaderDataArrayPrivate::get(self))->m_values.at(index); } int Quick3DShaderDataArray::valueCount(QQmlListProperty *list) { Quick3DShaderDataArray *self = static_cast(list->object); return static_cast(Quick3DShaderDataArrayPrivate::get(self))->m_values.count(); } void Quick3DShaderDataArray::clearValues(QQmlListProperty *list) { Quick3DShaderDataArray *self = static_cast(list->object); static_cast(Quick3DShaderDataArrayPrivate::get(self))->m_values.clear(); } } // namespace Quick } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE