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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/quick/items/qquickspriteengine.cpp
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/quick/items/qquickspriteengine.cpp')
-rw-r--r--src/quick/items/qquickspriteengine.cpp501
1 files changed, 501 insertions, 0 deletions
diff --git a/src/quick/items/qquickspriteengine.cpp b/src/quick/items/qquickspriteengine.cpp
new file mode 100644
index 0000000000..c25ccf3487
--- /dev/null
+++ b/src/quick/items/qquickspriteengine.cpp
@@ -0,0 +1,501 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickspriteengine_p.h"
+#include "qquicksprite_p.h"
+#include <QDebug>
+#include <QPainter>
+#include <QSet>
+#include <QtGui>
+
+QT_BEGIN_NAMESPACE
+
+/* TODO:
+ make sharable?
+ solve the state data initialization/transfer issue so as to not need to make friends
+*/
+
+QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) :
+ QObject(parent), m_timeOffset(0)
+{
+ //Default size 1
+ setCount(1);
+ m_advanceTime.start();
+}
+
+QQuickStochasticEngine::QQuickStochasticEngine(QList<QQuickStochasticState*> states, QObject *parent) :
+ QObject(parent), m_states(states), m_timeOffset(0)
+{
+ //Default size 1
+ setCount(1);
+ m_advanceTime.start();
+}
+
+QQuickStochasticEngine::~QQuickStochasticEngine()
+{
+}
+
+QQuickSpriteEngine::QQuickSpriteEngine(QObject *parent)
+ : QQuickStochasticEngine(parent)
+{
+}
+
+QQuickSpriteEngine::QQuickSpriteEngine(QList<QQuickSprite*> sprites, QObject *parent)
+ : QQuickStochasticEngine(parent)
+{
+ foreach (QQuickSprite* sprite, sprites)
+ m_states << (QQuickStochasticState*)sprite;
+}
+
+QQuickSpriteEngine::~QQuickSpriteEngine()
+{
+}
+
+
+int QQuickSpriteEngine::maxFrames()
+{
+ return m_maxFrames;
+}
+
+/* States too large to fit in one row are split into multiple rows
+ This is more efficient for the implementation, but should remain an implementation detail (invisible from QML)
+ Therefore the below functions abstract sprite from the viewpoint of classes that pass the details onto shaders
+ But States maintain their listed index for internal structures
+TODO: All these calculations should be pre-calculated and cached during initialization for a significant performance boost
+TODO: Above idea needs to have the varying duration offset added to it
+*/
+int QQuickSpriteEngine::spriteState(int sprite)
+{
+ int state = m_things[sprite];
+ if (!m_sprites[state]->m_generatedCount)
+ return state;
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ return state + extra;
+}
+
+int QQuickSpriteEngine::spriteStart(int sprite)
+{
+ int state = m_things[sprite];
+ if (!m_sprites[state]->m_generatedCount)
+ return m_startTimes[sprite];
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ return state + extra*rowDuration;
+}
+
+int QQuickSpriteEngine::spriteFrames(int sprite)
+{
+ int state = m_things[sprite];
+ if (!m_sprites[state]->m_generatedCount)
+ return m_sprites[state]->frames();
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ if (extra == m_sprites[state]->m_generatedCount - 1)//last state
+ return m_sprites[state]->frames() % m_sprites[state]->m_framesPerRow;
+ else
+ return m_sprites[state]->m_framesPerRow;
+}
+
+int QQuickSpriteEngine::spriteDuration(int sprite)
+{
+ int state = m_things[sprite];
+ if (!m_sprites[state]->m_generatedCount)
+ return m_duration[sprite];
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ if (extra == m_sprites[state]->m_generatedCount - 1)//last state
+ return (m_duration[sprite] * m_sprites[state]->frames()) % rowDuration;
+ else
+ return rowDuration;
+}
+
+int QQuickSpriteEngine::spriteY(int sprite)
+{
+ int state = m_things[sprite];
+ if (!m_sprites[state]->m_generatedCount)
+ return m_sprites[state]->m_rowY;
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra;
+}
+
+int QQuickSpriteEngine::spriteWidth(int sprite)
+{
+ int state = m_things[sprite];
+ return m_sprites[state]->m_frameWidth;
+}
+
+int QQuickSpriteEngine::spriteHeight(int sprite)
+{
+ int state = m_things[sprite];
+ return m_sprites[state]->m_frameHeight;
+}
+
+int QQuickSpriteEngine::spriteCount()//TODO: Actually image state count, need to rename these things to make sense together
+{
+ return m_imageStateCount;
+}
+
+void QQuickStochasticEngine::setGoal(int state, int sprite, bool jump)
+{
+ if (sprite >= m_things.count() || state >= m_states.count()
+ || sprite < 0 || state < 0)
+ return;
+ if (!jump){
+ m_goals[sprite] = state;
+ return;
+ }
+
+ if (m_things[sprite] == state)
+ return;//Already there
+ m_things[sprite] = state;
+ m_duration[sprite] = m_states[state]->variedDuration();
+ m_goals[sprite] = -1;
+ restart(sprite);
+ emit stateChanged(sprite);
+ emit m_states[state]->entered();
+ return;
+}
+
+QImage QQuickSpriteEngine::assembledImage()
+{
+ int h = 0;
+ int w = 0;
+ m_maxFrames = 0;
+ m_imageStateCount = 0;
+ int maxSize = 0;
+
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
+ foreach (QQuickStochasticState* s, m_states){
+ QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s);
+ if (sprite)
+ m_sprites << sprite;
+ else
+ qDebug() << "Error: Non-sprite in QQuickSpriteEngine";
+ }
+
+ foreach (QQuickSprite* state, m_sprites){
+ if (state->frames() > m_maxFrames)
+ m_maxFrames = state->frames();
+
+ QImage img(state->source().toLocalFile());
+ if (img.isNull()) {
+ qWarning() << "SpriteEngine: loading image failed..." << state->source().toLocalFile();
+ return QImage();
+ }
+
+ //Check that the frame sizes are the same within one engine
+ if (!state->m_frameWidth)
+ state->m_frameWidth = img.width() / state->frames();
+
+ if (!state->m_frameHeight)
+ state->m_frameHeight = img.height();
+
+ if (state->frames() * state->frameWidth() > maxSize){
+ struct helper{
+ static int divRoundUp(int a, int b){return (a+b-1)/b;}
+ };
+ int rowsNeeded = helper::divRoundUp(state->frames(), helper::divRoundUp(maxSize, state->frameWidth()));
+ if (rowsNeeded * state->frameHeight() > maxSize){
+ qWarning() << "SpriteEngine: Animation too large to fit in one texture..." << state->source().toLocalFile();
+ qWarning() << "SpriteEngine: Your texture max size today is " << maxSize;
+ }
+ state->m_generatedCount = rowsNeeded;
+ h += state->frameHeight() * rowsNeeded;
+ w = qMax(w, helper::divRoundUp(maxSize, state->frameWidth()));
+ m_imageStateCount += rowsNeeded;
+ }else{
+ h += state->frameHeight();
+ w = qMax(w, state->frameWidth() * state->frames());
+ m_imageStateCount++;
+ }
+ }
+
+ //maxFrames is max number in a line of the texture
+ QImage image(w, h, QImage::Format_ARGB32);
+ image.fill(0);
+ QPainter p(&image);
+ int y = 0;
+ foreach (QQuickSprite* state, m_sprites){
+ QImage img(state->source().toLocalFile());
+ int frameWidth = state->m_frameWidth;
+ int frameHeight = state->m_frameHeight;
+ if (img.height() == frameHeight && img.width() < maxSize){//Simple case
+ p.drawImage(0,y,img);
+ state->m_rowY = y;
+ y += frameHeight;
+ }else{//Chopping up image case
+ state->m_framesPerRow = image.width()/frameWidth;
+ state->m_rowY = y;
+ int x = 0;
+ int curX = 0;
+ int curY = 0;
+ int framesLeft = state->frames();
+ while (framesLeft > 0){
+ if (image.width() - x + curX <= img.width()){//finish a row in image (dest)
+ int copied = image.width() - x;
+ Q_ASSERT(!(copied % frameWidth));//XXX: Just checking
+ framesLeft -= copied/frameWidth;
+ p.drawImage(x,y,img.copy(curX,curY,copied,frameHeight));
+ y += frameHeight;
+ curX += copied;
+ x = 0;
+ if (curX == img.width()){
+ curX = 0;
+ curY += frameHeight;
+ }
+ }else{//finish a row in img (src)
+ int copied = img.width() - curX;
+ Q_ASSERT(!(copied % frameWidth));//XXX: Just checking
+ framesLeft -= copied/frameWidth;
+ p.drawImage(x,y,img.copy(curX,curY,copied,frameHeight));
+ curY += frameHeight;
+ x += copied;
+ curX = 0;
+ }
+ }
+ if (x)
+ y += frameHeight;
+ }
+ }
+
+ if (image.height() > maxSize){
+ qWarning() << "SpriteEngine: Too many animations to fit in one texture...";
+ qWarning() << "SpriteEngine: Your texture max size today is " << maxSize;
+ return QImage();
+ }
+ return image;
+}
+
+void QQuickStochasticEngine::setCount(int c)
+{
+ m_things.resize(c);
+ m_goals.resize(c);
+ m_duration.resize(c);
+ m_startTimes.resize(c);
+}
+
+void QQuickStochasticEngine::start(int index, int state)
+{
+ if (index >= m_things.count())
+ return;
+ m_things[index] = state;
+ m_duration[index] = m_states[state]->variedDuration();
+ m_goals[index] = -1;
+ restart(index);
+}
+
+void QQuickStochasticEngine::stop(int index)
+{
+ if (index >= m_things.count())
+ return;
+ //Will never change until start is called again with a new state - this is not a 'pause'
+ for (int i=0; i<m_stateUpdates.count(); i++)
+ m_stateUpdates[i].second.removeAll(index);
+}
+
+void QQuickStochasticEngine::restart(int index)
+{
+ m_startTimes[index] = m_timeOffset + m_advanceTime.elapsed();
+ int time = m_duration[index] * m_states[m_things[index]]->frames() + m_startTimes[index];
+ for (int i=0; i<m_stateUpdates.count(); i++)
+ m_stateUpdates[i].second.removeAll(index);
+ addToUpdateList(time, index);
+}
+
+uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals?
+{
+ //Sprite State Update;
+ QSet<int> changedIndexes;
+ while (!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){
+ foreach (int idx, m_stateUpdates.first().second){
+ if (idx >= m_things.count())
+ continue;//TODO: Proper fix(because this does happen and I'm just ignoring it)
+ int stateIdx = m_things[idx];
+ int nextIdx = -1;
+ int goalPath = goalSeek(stateIdx, idx);
+ if (goalPath == -1){//Random
+ qreal r =(qreal) qrand() / (qreal) RAND_MAX;
+ qreal total = 0.0;
+ for (QVariantMap::const_iterator iter=m_states[stateIdx]->m_to.constBegin();
+ iter!=m_states[stateIdx]->m_to.constEnd(); iter++)
+ total += (*iter).toReal();
+ r*=total;
+ for (QVariantMap::const_iterator iter= m_states[stateIdx]->m_to.constBegin();
+ iter!=m_states[stateIdx]->m_to.constEnd(); iter++){
+ if (r < (*iter).toReal()){
+ bool superBreak = false;
+ for (int i=0; i<m_states.count(); i++){
+ if (m_states[i]->name() == iter.key()){
+ nextIdx = i;
+ superBreak = true;
+ break;
+ }
+ }
+ if (superBreak)
+ break;
+ }
+ r -= (*iter).toReal();
+ }
+ }else{//Random out of shortest paths to goal
+ nextIdx = goalPath;
+ }
+ if (nextIdx == -1)//No to states means stay here
+ nextIdx = stateIdx;
+
+ m_things[idx] = nextIdx;
+ m_duration[idx] = m_states[nextIdx]->variedDuration();
+ m_startTimes[idx] = time;
+ if (nextIdx != stateIdx){
+ changedIndexes << idx;
+ emit m_states[nextIdx]->entered();
+ }
+ addToUpdateList((m_duration[idx] * m_states[nextIdx]->frames()) + time, idx);
+ }
+ m_stateUpdates.pop_front();
+ }
+
+ m_timeOffset = time;
+ m_advanceTime.start();
+ //TODO: emit this when a psuedostate changes too
+ foreach (int idx, changedIndexes){//Batched so that update list doesn't change midway
+ emit stateChanged(idx);
+ }
+ if (m_stateUpdates.isEmpty())
+ return -1;
+ return m_stateUpdates.first().first;
+}
+
+int QQuickStochasticEngine::goalSeek(int curIdx, int spriteIdx, int dist)
+{
+ QString goalName;
+ if (m_goals[spriteIdx] != -1)
+ goalName = m_states[m_goals[spriteIdx]]->name();
+ else
+ goalName = m_globalGoal;
+ if (goalName.isEmpty())
+ return -1;
+ //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitarily anyways)
+ // Paraphrased - implement in an *efficient* manner
+ for (int i=0; i<m_states.count(); i++)
+ if (m_states[curIdx]->name() == goalName)
+ return curIdx;
+ if (dist < 0)
+ dist = m_states.count();
+ QQuickStochasticState* curState = m_states[curIdx];
+ for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
+ iter!=curState->m_to.constEnd(); iter++){
+ if (iter.key() == goalName)
+ for (int i=0; i<m_states.count(); i++)
+ if (m_states[i]->name() == goalName)
+ return i;
+ }
+ QSet<int> options;
+ for (int i=1; i<dist; i++){
+ for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
+ iter!=curState->m_to.constEnd(); iter++){
+ int option = -1;
+ for (int j=0; j<m_states.count(); j++)//One place that could be a lot more efficient...
+ if (m_states[j]->name() == iter.key())
+ if (goalSeek(j, spriteIdx, i) != -1)
+ option = j;
+ if (option != -1)
+ options << option;
+ }
+ if (!options.isEmpty()){
+ if (options.count()==1)
+ return *(options.begin());
+ int option = -1;
+ qreal r =(qreal) qrand() / (qreal) RAND_MAX;
+ qreal total = 0;
+ for (QSet<int>::const_iterator iter=options.constBegin();
+ iter!=options.constEnd(); iter++)
+ total += curState->m_to.value(m_states[(*iter)]->name()).toReal();
+ r *= total;
+ for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
+ iter!=curState->m_to.constEnd(); iter++){
+ bool superContinue = true;
+ for (int j=0; j<m_states.count(); j++)
+ if (m_states[j]->name() == iter.key())
+ if (options.contains(j))
+ superContinue = false;
+ if (superContinue)
+ continue;
+ if (r < (*iter).toReal()){
+ bool superBreak = false;
+ for (int j=0; j<m_states.count(); j++){
+ if (m_states[j]->name() == iter.key()){
+ option = j;
+ superBreak = true;
+ break;
+ }
+ }
+ if (superBreak)
+ break;
+ }
+ r-=(*iter).toReal();
+ }
+ return option;
+ }
+ }
+ return -1;
+}
+
+void QQuickStochasticEngine::addToUpdateList(uint t, int idx)
+{
+ for (int i=0; i<m_stateUpdates.count(); i++){
+ if (m_stateUpdates[i].first==t){
+ m_stateUpdates[i].second << idx;
+ return;
+ }else if (m_stateUpdates[i].first > t){
+ QList<int> tmpList;
+ tmpList << idx;
+ m_stateUpdates.insert(i, qMakePair(t, tmpList));
+ return;
+ }
+ }
+ QList<int> tmpList;
+ tmpList << idx;
+ m_stateUpdates << qMakePair(t, tmpList);
+}
+
+QT_END_NAMESPACE