diff options
author | Alan Alpert <alan.alpert@nokia.com> | 2011-07-04 18:15:28 +1000 |
---|---|---|
committer | Qt by Nokia <qt-info@nokia.com> | 2011-07-06 10:09:09 +0200 |
commit | 29c4b643272a43022081cce063394bac823ab529 (patch) | |
tree | 10e4fe15bdf68dec90edac0d67b949a92d9204d5 /src/declarative/particles/qsgcustomparticle_p.h | |
parent | 87822d24df32311a50dc87ded55ad4d17e8226f0 (diff) |
Squashed Particle System Stateful Rewrite
Add TargetAffector
Fix for ParticlePainter offsets
Adds a particleStates property to ParticleSystem
Augment SpriteGoal to change system states as well
Also add 'collidingParticles' list to affector.
Particle Stochastic States Now actually working, and you can put
emitters, affectors and painters inside their targeted state.
Fireworks example uses states instead of delegates.
Replaced the delegate example with a text thing.
The examples launcher now also contains all the custom examples.
Adds CumulativeDirection and working null Affector (for affected
signal).
Add spaces after all flow control keywords.
Change-Id: I77b7e3044a9800dbfff6db833914d63127602cf5
Reviewed-on: http://codereview.qt.nokia.com/968
Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'src/declarative/particles/qsgcustomparticle_p.h')
-rw-r--r-- | src/declarative/particles/qsgcustomparticle_p.h | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/src/declarative/particles/qsgcustomparticle_p.h b/src/declarative/particles/qsgcustomparticle_p.h index 50ff37a2a0..cccaa7e3a8 100644 --- a/src/declarative/particles/qsgcustomparticle_p.h +++ b/src/declarative/particles/qsgcustomparticle_p.h @@ -75,8 +75,8 @@ Q_SIGNALS: void fragmentShaderChanged(); void vertexShaderChanged(); protected: - virtual void initialize(int idx); - virtual void reload(int idx); + virtual void initialize(int gIdx, int pIdx); + virtual void commit(int gIdx, int pIdx); QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); void prepareNextFrame(); @@ -88,7 +88,7 @@ protected: void updateProperties(); void lookThroughShaderCode(const QByteArray &code); virtual void componentComplete(); - QSGShaderEffectNode *buildCustomNode(); + QSGShaderEffectNode *buildCustomNodes(); void performPendingResize(); private: @@ -106,7 +106,8 @@ private: }; QVector<SourceData> m_sources; QSGShaderEffectMaterial m_material; - QSGShaderEffectNode* m_node; + QSGShaderEffectNode* m_rootNode; + QHash<int, QSGShaderEffectNode*> m_nodes; qreal m_lastTime; }; |