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authorKent Hansen <kent.hansen@nokia.com>2011-11-23 15:14:07 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-02 14:18:20 +0100
commit6c8378eaf1edbbefe6aaa3672b0127816a004fd7 (patch)
tree8ee08fb447e052f7a7a685fbeaaa04f04ea60126 /src/declarative/particles/qquickparticlesystem_p.h
parente01219b77b1e889e70437635905d7ff820568e23 (diff)
Say hello to QtQuick module
This change moves the QtQuick 2 types and C++ API (including SceneGraph) to a new module (AKA library), QtQuick. 99% of this change is moving files from src/declarative to src/quick, and from tests/auto/declarative to tests/auto/qtquick2. The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to a plugin, src/imports/qtquick2, just like it's done for QtQuick 1. All tools, examples, and tests that use QtQuick C++ API have gotten "QT += quick" or "QT += quick-private" added to their .pro file. A few additional internal QtDeclarative classes had to be exported (via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the QtQuick 2 implementation. The old header locations (e.g. QtDeclarative/qquickitem.h) will still be supported for some time, but will produce compile-time warnings. (To avoid the QtQuick implementation using the compatibility headers (since QtDeclarative's includepath comes first), a few include statements were modified, e.g. from "#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".) There's a change in qtbase that automatically adds QtQuick to the module list if QtDeclarative is used. Together with the compatibility headers, this should help reduce the migration pain for existing projects. In theory, simply getting an existing QtDeclarative-based project to compile and link shouldn't require any changes for now -- but porting to the new scheme is of course recommended, and will eventually become mandatory. Task-number: QTBUG-22889 Reviewed-by: Lars Knoll <lars.knoll@nokia.com> Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7 Reviewed-by: Kent Hansen <kent.hansen@nokia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
Diffstat (limited to 'src/declarative/particles/qquickparticlesystem_p.h')
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1 files changed, 0 insertions, 380 deletions
diff --git a/src/declarative/particles/qquickparticlesystem_p.h b/src/declarative/particles/qquickparticlesystem_p.h
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--- a/src/declarative/particles/qquickparticlesystem_p.h
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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the Declarative module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 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 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef PARTICLESYSTEM_H
-#define PARTICLESYSTEM_H
-
-#include <QQuickItem>
-#include <QElapsedTimer>
-#include <QVector>
-#include <QHash>
-#include <QPointer>
-#include <QSignalMapper>
-#include <private/qquicksprite_p.h>
-#include <QAbstractAnimation>
-#include <QtDeclarative/qdeclarative.h>
-#include <private/qv8engine_p.h> //For QDeclarativeV8Handle
-
-QT_BEGIN_HEADER
-
-QT_BEGIN_NAMESPACE
-
-QT_MODULE(Declarative)
-
-class QQuickParticleSystem;
-class QQuickParticleAffector;
-class QQuickParticleEmitter;
-class QQuickParticlePainter;
-class QQuickParticleData;
-class QQuickParticleSystemAnimation;
-class QQuickStochasticEngine;
-class QQuickSprite;
-class QQuickV8ParticleData;
-class QQuickParticleGroup;
-class QQuickImageParticle;
-
-struct QQuickParticleDataHeapNode{
- int time;//in ms
- QSet<QQuickParticleData*> data;//Set ptrs instead?
-};
-
-class QQuickParticleDataHeap {
- //Idea is to do a binary heap, but which also stores a set of int,Node* so that if the int already exists, you can
- //add it to the data* list. Pops return the whole list at once.
-public:
- QQuickParticleDataHeap();
- void insert(QQuickParticleData* data);
- void insertTimed(QQuickParticleData* data, int time);
-
- int top();
-
- QSet<QQuickParticleData*> pop();
-
- void clear();
-
- bool contains(QQuickParticleData*);//O(n), for debugging purposes only
-private:
- void grow();
- void swap(int, int);
- void bubbleUp(int);
- void bubbleDown(int);
- int m_size;
- int m_end;
- QQuickParticleDataHeapNode m_tmp;
- QVector<QQuickParticleDataHeapNode> m_data;
- QHash<int,int> m_lookups;
-};
-
-class Q_AUTOTEST_EXPORT QQuickParticleGroupData {
-public:
- QQuickParticleGroupData(int id, QQuickParticleSystem* sys);
- ~QQuickParticleGroupData();
-
- int size();
- QString name();
-
- void setSize(int newSize);
-
- int index;
- QSet<QQuickParticlePainter*> painters;//TODO: What if they are dynamically removed?
-
- //TODO: Refactor particle data list out into a separate class
- QVector<QQuickParticleData*> data;
- QQuickParticleDataHeap dataHeap;
- QSet<int> reusableIndexes;
- bool recycle(); //Force recycling round, returns true if all indexes are now reusable
-
- void initList();
- void kill(QQuickParticleData* d);
-
- //After calling this, initialize, then call prepareRecycler(d)
- QQuickParticleData* newDatum(bool respectsLimits);
-
- //TODO: Find and clean up those that don't get added to the recycler (currently they get lost)
- void prepareRecycler(QQuickParticleData* d);
-
-private:
- int m_size;
- QQuickParticleSystem* m_system;
-};
-
-struct Color4ub {
- uchar r;
- uchar g;
- uchar b;
- uchar a;
-};
-
-class Q_AUTOTEST_EXPORT QQuickParticleData {
-public:
- //TODO: QObject like memory management (without the cost, just attached to system)
- QQuickParticleData(QQuickParticleSystem* sys);
- ~QQuickParticleData();
-
- //Convenience functions for working backwards, because parameters are from the start of particle life
- //If setting multiple parameters at once, doing the conversion yourself will be faster.
-
- //sets the x accleration without affecting the instantaneous x velocity or position
- void setInstantaneousAX(qreal ax);
- //sets the x velocity without affecting the instantaneous x postion
- void setInstantaneousVX(qreal vx);
- //sets the instantaneous x postion
- void setInstantaneousX(qreal x);
- //sets the y accleration without affecting the instantaneous y velocity or position
- void setInstantaneousAY(qreal ay);
- //sets the y velocity without affecting the instantaneous y postion
- void setInstantaneousVY(qreal vy);
- //sets the instantaneous Y postion
- void setInstantaneousY(qreal y);
-
- //TODO: Slight caching?
- qreal curX() const;
- qreal curVX() const;
- qreal curAX() const { return ax; }
- qreal curY() const;
- qreal curVY() const;
- qreal curAY() const { return ay; }
-
- int group;
- QQuickParticleEmitter* e;//### Needed?
- QQuickParticleSystem* system;
- int index;
- int systemIndex;
-
- //General Position Stuff
- float x;
- float y;
- float t;
- float lifeSpan;
- float size;
- float endSize;
- float vx;
- float vy;
- float ax;
- float ay;
-
- //Other stuff, now universally shared
- Color4ub color;
- float xx;
- float xy;
- float yx;
- float yy;
- float rotation;
- float rotationSpeed;
- float autoRotate;//Assume that GPUs prefer floats to bools
- float animIdx;
- float frameDuration;
- float frameCount;
- float animT;
- float animX;
- float animY;
- float animWidth;
- float animHeight;
- float r;
- QQuickItem* delegate;
- int modelIndex;
- float update;//Used by custom affectors
-
- //Used by image particle
- QQuickImageParticle* colorOwner;
- QQuickImageParticle* rotationOwner;
- QQuickImageParticle* deformationOwner;
- QQuickImageParticle* animationOwner;
-
- void debugDump();
- bool stillAlive();//Only checks end, because usually that's all you need and it's a little faster.
- bool alive();
- float lifeLeft();
- float curSize();
- void clone(const QQuickParticleData& other);//Not =, leaves meta-data like index
- QDeclarativeV8Handle v8Value();
- void extendLife(float time);
-private:
- QQuickV8ParticleData* v8Datum;
-};
-
-class Q_AUTOTEST_EXPORT QQuickParticleSystem : public QQuickItem
-{
- Q_OBJECT
- Q_PROPERTY(bool running READ isRunning WRITE setRunning NOTIFY runningChanged)
- Q_PROPERTY(bool paused READ isPaused WRITE setPaused NOTIFY pausedChanged)
- Q_PROPERTY(bool empty READ isEmpty NOTIFY emptyChanged)
-
-public:
- explicit QQuickParticleSystem(QQuickItem *parent = 0);
- ~QQuickParticleSystem();
-
- bool isRunning() const
- {
- return m_running;
- }
-
- int count(){ return particleCount; }
-
- static const int maxLife = 600000;
-
-signals:
-
- void systemInitialized();
- void runningChanged(bool arg);
- void pausedChanged(bool arg);
- void emptyChanged(bool arg);
-
-public slots:
- void start(){setRunning(true);}
- void stop(){setRunning(false);}
- void restart(){setRunning(false);setRunning(true);}
- void pause(){setPaused(true);}
- void resume(){setPaused(false);}
-
- void reset();
- void setRunning(bool arg);
- void setPaused(bool arg);
-
- virtual int duration() const { return -1; }
-
-
-protected:
- //This one only once per frame (effectively)
- void componentComplete();
-
-private slots:
- void emittersChanged();
- void loadPainter(QObject* p);
- void createEngine(); //Not invoked by sprite engine, unlike Sprite uses
- void particleStateChange(int idx);
-
-public:
- //These can be called multiple times per frame, performance critical
- void emitParticle(QQuickParticleData* p);
- QQuickParticleData* newDatum(int groupId, bool respectLimits = true, int sysIdx = -1);
- void finishNewDatum(QQuickParticleData*);
- void moveGroups(QQuickParticleData *d, int newGIdx);
- int nextSystemIndex();
-
- //This one only once per painter per frame
- int systemSync(QQuickParticlePainter* p);
-
- //Data members here for ease of related class and auto-test usage. Not "public" API. TODO: d_ptrize
- QSet<QQuickParticleData*> needsReset;
- QVector<QQuickParticleData*> bySysIdx; //Another reference to the data (data owned by group), but by sysIdx
- QHash<QString, int> groupIds;
- QHash<int, QQuickParticleGroupData*> groupData;
- QQuickStochasticEngine* stateEngine;
-
- //Also only here for auto-test usage
- void updateCurrentTime( int currentTime );
- QQuickParticleSystemAnimation* m_animation;
- bool m_running;
-
- int timeInt;
- bool initialized;
- int particleCount;
-
- void registerParticlePainter(QQuickParticlePainter* p);
- void registerParticleEmitter(QQuickParticleEmitter* e);
- void registerParticleAffector(QQuickParticleAffector* a);
- void registerParticleGroup(QQuickParticleGroup* g);
-
- static void statePropertyRedirect(QDeclarativeListProperty<QObject> *prop, QObject *value);
- static void stateRedirect(QQuickParticleGroup* group, QQuickParticleSystem* sys, QObject *value);
- bool isPaused() const
- {
- return m_paused;
- }
-
- bool isEmpty() const
- {
- return m_empty;
- }
-
-private:
- void initializeSystem();
- void initGroups();
- QList<QPointer<QQuickParticleEmitter> > m_emitters;
- QList<QPointer<QQuickParticleAffector> > m_affectors;
- QList<QPointer<QQuickParticlePainter> > m_painters;
- QList<QPointer<QQuickParticlePainter> > m_syncList;
- QList<QQuickParticleGroup*> m_groups;
- int m_nextGroupId;
- int m_nextIndex;
- QSet<int> m_reusableIndexes;
- bool m_componentComplete;
-
- QSignalMapper m_painterMapper;
- QSignalMapper m_emitterMapper;
- bool m_paused;
- bool m_debugMode;
- bool m_allDead;
- bool m_empty;
-};
-
-// Internally, this animation drives all the timing. Painters sync up in their updatePaintNode
-class QQuickParticleSystemAnimation : public QAbstractAnimation
-{
- Q_OBJECT
-public:
- QQuickParticleSystemAnimation(QQuickParticleSystem* system)
- : QAbstractAnimation(static_cast<QObject*>(system)), m_system(system)
- { }
-protected:
- virtual void updateCurrentTime( int t )
- {
- m_system->updateCurrentTime(t);
- }
-
- virtual int duration() const
- {
- return -1;
- }
-
-private:
- QQuickParticleSystem* m_system;
-};
-
-
-QT_END_NAMESPACE
-
-QT_END_HEADER
-
-#endif // PARTICLESYSTEM_H
-
-