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authorAlan Alpert <alan.alpert@nokia.com>2011-07-04 18:15:28 +1000
committerQt by Nokia <qt-info@nokia.com>2011-07-06 10:09:09 +0200
commit29c4b643272a43022081cce063394bac823ab529 (patch)
tree10e4fe15bdf68dec90edac0d67b949a92d9204d5 /src/declarative/particles/qsgitemparticle.cpp
parent87822d24df32311a50dc87ded55ad4d17e8226f0 (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/qsgitemparticle.cpp')
-rw-r--r--src/declarative/particles/qsgitemparticle.cpp111
1 files changed, 58 insertions, 53 deletions
diff --git a/src/declarative/particles/qsgitemparticle.cpp b/src/declarative/particles/qsgitemparticle.cpp
index 5e324cd43d..4e6a91416c 100644
--- a/src/declarative/particles/qsgitemparticle.cpp
+++ b/src/declarative/particles/qsgitemparticle.cpp
@@ -74,7 +74,7 @@ void QSGItemParticle::unfreeze(QSGItem* item)
void QSGItemParticle::take(QSGItem *item, bool prioritize)
{
- if(prioritize)
+ if (prioritize)
m_pendingItems.push_front(item);
else
m_pendingItems.push_back(item);
@@ -85,54 +85,54 @@ void QSGItemParticle::give(QSGItem *item)
//TODO: This
}
-void QSGItemParticle::initialize(int idx)
+void QSGItemParticle::initialize(int gIdx, int pIdx)
{
- m_loadables << idx;//defer to other thread
+ m_loadables << m_system->m_groupData[gIdx]->data[pIdx];//defer to other thread
}
-void QSGItemParticle::reload(int idx)
+void QSGItemParticle::commit(int, int)
{
}
void QSGItemParticle::tick()
{
- foreach(QSGItem* item, m_deletables){
- if(m_fade)
+ foreach (QSGItem* item, m_deletables){
+ if (m_fade)
item->setOpacity(0.);
QSGItemParticleAttached* mpa;
- if((mpa = qobject_cast<QSGItemParticleAttached*>(qmlAttachedPropertiesObject<QSGItemParticle>(item))))
+ if ((mpa = qobject_cast<QSGItemParticleAttached*>(qmlAttachedPropertiesObject<QSGItemParticle>(item))))
mpa->detach();//reparent as well?
//TODO: Delete iff we created it
m_activeCount--;
}
m_deletables.clear();
- foreach(int pos, m_loadables){
- if(m_stasis.contains(m_data[pos]->delegate))
+ foreach (QSGParticleData* d, m_loadables){
+ if (m_stasis.contains(d->delegate))
qWarning() << "Current model particles prefers overwrite:false";
//remove old item from the particle that is dying to make room for this one
- if(m_data[pos]->delegate){
- m_deletables << m_data[pos]->delegate;
+ if (d->delegate){
+ m_deletables << d->delegate;
m_activeCount--;
}
- m_data[pos]->delegate = 0;
- if(!m_pendingItems.isEmpty()){
- m_data[pos]->delegate = m_pendingItems.front();
+ d->delegate = 0;
+ if (!m_pendingItems.isEmpty()){
+ d->delegate = m_pendingItems.front();
m_pendingItems.pop_front();
- }else if(m_delegate){
- m_data[pos]->delegate = qobject_cast<QSGItem*>(m_delegate->create(qmlContext(this)));
+ }else if (m_delegate){
+ d->delegate = qobject_cast<QSGItem*>(m_delegate->create(qmlContext(this)));
}
- if(m_data[pos]->delegate && m_data[pos]){//###Data can be zero if creating an item leads to a reset - this screws things up.
- m_data[pos]->delegate->setX(m_data[pos]->curX() - m_data[pos]->delegate->width()/2);//TODO: adjust for system?
- m_data[pos]->delegate->setY(m_data[pos]->curY() - m_data[pos]->delegate->height()/2);
- QSGItemParticleAttached* mpa = qobject_cast<QSGItemParticleAttached*>(qmlAttachedPropertiesObject<QSGItemParticle>(m_data[pos]->delegate));
- if(mpa){
+ if (d->delegate && d){//###Data can be zero if creating an item leads to a reset - this screws things up.
+ d->delegate->setX(d->curX() - d->delegate->width()/2);//TODO: adjust for system?
+ d->delegate->setY(d->curY() - d->delegate->height()/2);
+ QSGItemParticleAttached* mpa = qobject_cast<QSGItemParticleAttached*>(qmlAttachedPropertiesObject<QSGItemParticle>(d->delegate));
+ if (mpa){
mpa->m_mp = this;
mpa->attach();
}
- m_data[pos]->delegate->setParentItem(this);
- if(m_fade)
- m_data[pos]->delegate->setOpacity(0.);
+ d->delegate->setParentItem(this);
+ if (m_fade)
+ d->delegate->setOpacity(0.);
m_activeCount++;
}
}
@@ -151,14 +151,14 @@ void QSGItemParticle::reset()
QSGNode* QSGItemParticle::updatePaintNode(QSGNode* n, UpdatePaintNodeData* d)
{
//Dummy update just to get painting tick
- if(m_pleaseReset){
+ if (m_pleaseReset){
m_pleaseReset = false;
reset();
}
prepareNextFrame();
update();//Get called again
- if(n)
+ if (n)
n->markDirty(QSGNode::DirtyMaterial);
return QSGItem::updatePaintNode(n,d);
}
@@ -169,38 +169,43 @@ void QSGItemParticle::prepareNextFrame()
qreal curT = timeStamp/1000.0;
qreal dt = curT - m_lastT;
m_lastT = curT;
- if(!m_activeCount)
+ if (!m_activeCount)
return;
//TODO: Size, better fade?
- for(int i=0; i<count(); i++){
- QSGParticleData* data = m_data[i];
- QSGItem* item = data->delegate;
- if(!item)
- continue;
- qreal t = ((timeStamp/1000.0) - data->t) / data->lifeSpan;
- if(m_stasis.contains(item)) {
- m_data[i]->t += dt;//Stasis effect
- continue;
- }
- if(t >= 1.0){//Usually happens from load
- m_deletables << item;
- m_data[i]->delegate = 0;
- m_activeCount--;
- }else{//Fade
- if(m_fade){
- qreal o = 1.;
- if(t<0.2)
- o = t*5;
- if(t>0.8)
- o = (1-t)*5;
- item->setOpacity(o);
- }else{
- item->setOpacity(1.);//###Without fade, it's just a binary toggle - if we turn it off we have to turn it back on
+ foreach (const QString &str, m_particles){
+ int gIdx = m_system->m_groupIds[str];
+ int count = m_system->m_groupData[gIdx]->size();
+
+ for (int i=0; i<count; i++){
+ QSGParticleData* data = m_system->m_groupData[gIdx]->data[i];
+ QSGItem* item = data->delegate;
+ if (!item)
+ continue;
+ qreal t = ((timeStamp/1000.0) - data->t) / data->lifeSpan;
+ if (m_stasis.contains(item)) {
+ data->t += dt;//Stasis effect
+ continue;
+ }
+ if (t >= 1.0){//Usually happens from load
+ m_deletables << item;
+ data->delegate = 0;
+ m_activeCount--;
+ }else{//Fade
+ if (m_fade){
+ qreal o = 1.;
+ if (t<0.2)
+ o = t*5;
+ if (t>0.8)
+ o = (1-t)*5;
+ item->setOpacity(o);
+ }else{
+ item->setOpacity(1.);//###Without fade, it's just a binary toggle - if we turn it off we have to turn it back on
+ }
}
+ item->setX(data->curX() - item->width()/2 - m_systemOffset.x());
+ item->setY(data->curY() - item->height()/2 - m_systemOffset.y());
}
- item->setX(data->curX() - item->width()/2 - m_systemOffset.x());
- item->setY(data->curY() - item->height()/2 - m_systemOffset.y());
}
}