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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/particles/qquickparticlesystem.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/particles/qquickparticlesystem.cpp')
-rw-r--r--src/quick/particles/qquickparticlesystem.cpp1106
1 files changed, 1106 insertions, 0 deletions
diff --git a/src/quick/particles/qquickparticlesystem.cpp b/src/quick/particles/qquickparticlesystem.cpp
new file mode 100644
index 0000000000..9df086a045
--- /dev/null
+++ b/src/quick/particles/qquickparticlesystem.cpp
@@ -0,0 +1,1106 @@
+/****************************************************************************
+**
+** 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 "qquickparticlesystem_p.h"
+#include <QtQuick/qsgnode.h>
+#include "qquickparticleemitter_p.h"
+#include "qquickparticleaffector_p.h"
+#include "qquickparticlepainter_p.h"
+#include <private/qquickspriteengine_p.h>
+#include <private/qquicksprite_p.h>
+#include "qquickv8particledata_p.h"
+#include "qquickparticlegroup_p.h"
+
+#include "qquicktrailemitter_p.h"//###For auto-follow on states, perhaps should be in emitter?
+#include <private/qdeclarativeengine_p.h>
+#include <cmath>
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+//###Switch to define later, for now user-friendly (no compilation) debugging is worth it
+DEFINE_BOOL_CONFIG_OPTION(qmlParticlesDebug, QML_PARTICLES_DEBUG)
+/*!
+ \qmlclass ParticleSystem QQuickParticleSystem
+ \inqmlmodule QtQuick.Particles 2
+ \brief The ParticleSystem brings together ParticlePainter, Emitter and Affector elements.
+
+*/
+
+/*!
+ \qmlproperty bool QtQuick.Particles2::ParticleSystem::running
+
+ If running is set to false, the particle system will stop the simulation. All particles
+ will be destroyed when the system is set to running again.
+
+ It can also be controlled with the start() and stop() methods.
+*/
+
+
+/*!
+ \qmlproperty bool QtQuick.Particles2::ParticleSystem::paused
+
+ If paused is set to true, the particle system will not advance the simulation. When
+ paused is set to false again, the simulation will resume from the same point it was
+ paused.
+
+ The simulation will automatically pause if it detects that there are no live particles
+ left, and unpause when new live particles are added.
+
+ It can also be controlled with the pause() and resume() methods.
+*/
+
+/*!
+ \qmlproperty bool QtQuick.Particles2::ParticleSystem::empty
+
+ empty is set to true when there are no live particles left in the system.
+
+ You can use this to pause the system, keeping it from spending any time updating,
+ but you will need to resume it in order for additional particles to be generated
+ by the system.
+
+ To kill all the particles in the system, use a Kill affector.
+*/
+
+/*!
+ \qmlproperty list<Sprite> QtQuick.Particles2::ParticleSystem::particleStates
+
+ You can define a sub-set of particle groups in this property in order to provide them
+ with stochastic state transitions.
+
+ Each QtQuick2::Sprite in this list is interpreted as corresponding to the particle group
+ with ths same name. Any transitions defined in these sprites will take effect on the particle
+ groups as well. Additionally TrailEmitters, Affectors and ParticlePainters definined
+ inside one of these sprites are automatically associated with the corresponding particle group.
+*/
+
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::pause
+
+ Pauses the simulation if it is running.
+
+ \sa resume, paused
+*/
+
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::resume
+
+ Resumes the simulation if it is paused.
+
+ \sa pause, paused
+*/
+
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::start
+
+ Starts the simulation if it has not already running.
+
+ \sa stop, restart, running
+*/
+
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::stop
+
+ Stops the simulation if it is running.
+
+ \sa start, restart, running
+*/
+
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::restart
+
+ Stops the simulation if it is running, and then starts it.
+
+ \sa stop, restart, running
+*/
+/*!
+ \qmlmethod void QtQuick.Particles2::ParticleSystem::reset
+
+ Discards all currently existing particles.
+
+*/
+const qreal EPSILON = 0.001;
+//Utility functions for when within 1ms is close enough
+bool timeEqualOrGreater(qreal a, qreal b)
+{
+ return (a+EPSILON >= b);
+}
+
+bool timeLess(qreal a, qreal b)
+{
+ return (a-EPSILON < b);
+}
+
+bool timeEqual(qreal a, qreal b)
+{
+ return (a+EPSILON > b) && (a-EPSILON < b);
+}
+
+int roundedTime(qreal a)
+{// in ms
+ return (int)qRound(a*1000.0);
+}
+
+QQuickParticleDataHeap::QQuickParticleDataHeap()
+ : m_data(0)
+{
+ m_data.reserve(1000);
+ clear();
+}
+
+void QQuickParticleDataHeap::grow() //###Consider automatic growth vs resize() calls from GroupData
+{
+ m_data.resize(1 << ++m_size);
+}
+
+void QQuickParticleDataHeap::insert(QQuickParticleData* data)
+{
+ insertTimed(data, roundedTime(data->t + data->lifeSpan));
+}
+
+void QQuickParticleDataHeap::insertTimed(QQuickParticleData* data, int time)
+{
+ //TODO: Optimize 0 lifespan (or already dead) case
+ if (m_lookups.contains(time)) {
+ m_data[m_lookups[time]].data << data;
+ return;
+ }
+ if (m_end == (1 << m_size))
+ grow();
+ m_data[m_end].time = time;
+ m_data[m_end].data.clear();
+ m_data[m_end].data.insert(data);
+ m_lookups.insert(time, m_end);
+ bubbleUp(m_end++);
+}
+
+int QQuickParticleDataHeap::top()
+{
+ if (m_end == 0)
+ return 1 << 30;
+ return m_data[0].time;
+}
+
+QSet<QQuickParticleData*> QQuickParticleDataHeap::pop()
+{
+ if (!m_end)
+ return QSet<QQuickParticleData*> ();
+ QSet<QQuickParticleData*> ret = m_data[0].data;
+ m_lookups.remove(m_data[0].time);
+ if (m_end == 1) {
+ --m_end;
+ } else {
+ m_data[0] = m_data[--m_end];
+ bubbleDown(0);
+ }
+ return ret;
+}
+
+void QQuickParticleDataHeap::clear()
+{
+ m_size = 0;
+ m_end = 0;
+ //m_size is in powers of two. So to start at 0 we have one allocated
+ m_data.resize(1);
+ m_lookups.clear();
+}
+
+bool QQuickParticleDataHeap::contains(QQuickParticleData* d)
+{
+ for (int i=0; i<m_end; i++)
+ if (m_data[i].data.contains(d))
+ return true;
+ return false;
+}
+
+void QQuickParticleDataHeap::swap(int a, int b)
+{
+ m_tmp = m_data[a];
+ m_data[a] = m_data[b];
+ m_data[b] = m_tmp;
+ m_lookups[m_data[a].time] = a;
+ m_lookups[m_data[b].time] = b;
+}
+
+void QQuickParticleDataHeap::bubbleUp(int idx)//tends to be called once
+{
+ if (!idx)
+ return;
+ int parent = (idx-1)/2;
+ if (m_data[idx].time < m_data[parent].time) {
+ swap(idx, parent);
+ bubbleUp(parent);
+ }
+}
+
+void QQuickParticleDataHeap::bubbleDown(int idx)//tends to be called log n times
+{
+ int left = idx*2 + 1;
+ if (left >= m_end)
+ return;
+ int lesser = left;
+ int right = idx*2 + 2;
+ if (right < m_end) {
+ if (m_data[left].time > m_data[right].time)
+ lesser = right;
+ }
+ if (m_data[idx].time > m_data[lesser].time) {
+ swap(idx, lesser);
+ bubbleDown(lesser);
+ }
+}
+
+QQuickParticleGroupData::QQuickParticleGroupData(int id, QQuickParticleSystem* sys):index(id),m_size(0),m_system(sys)
+{
+ initList();
+}
+
+QQuickParticleGroupData::~QQuickParticleGroupData()
+{
+ foreach (QQuickParticleData* d, data)
+ delete d;
+}
+
+int QQuickParticleGroupData::size()
+{
+ return m_size;
+}
+
+QString QQuickParticleGroupData::name()//### Worth caching as well?
+{
+ return m_system->groupIds.key(index);
+}
+
+void QQuickParticleGroupData::setSize(int newSize)
+{
+ if (newSize == m_size)
+ return;
+ Q_ASSERT(newSize > m_size);//XXX allow shrinking
+ data.resize(newSize);
+ for (int i=m_size; i<newSize; i++) {
+ data[i] = new QQuickParticleData(m_system);
+ data[i]->group = index;
+ data[i]->index = i;
+ reusableIndexes << i;
+ }
+ int delta = newSize - m_size;
+ m_size = newSize;
+ foreach (QQuickParticlePainter* p, painters)
+ p->setCount(p->count() + delta);
+}
+
+void QQuickParticleGroupData::initList()
+{
+ dataHeap.clear();
+}
+
+void QQuickParticleGroupData::kill(QQuickParticleData* d)
+{
+ Q_ASSERT(d->group == index);
+ d->lifeSpan = 0;//Kill off
+ foreach (QQuickParticlePainter* p, painters)
+ p->reload(d);
+ reusableIndexes << d->index;
+}
+
+QQuickParticleData* QQuickParticleGroupData::newDatum(bool respectsLimits)
+{
+ //recycle();//Extra recycler round to be sure?
+
+ while (!reusableIndexes.empty()) {
+ int idx = *(reusableIndexes.begin());
+ reusableIndexes.remove(idx);
+ if (data[idx]->stillAlive()) {// ### This means resurrection of 'dead' particles. Is that allowed?
+ prepareRecycler(data[idx]);
+ continue;
+ }
+ return data[idx];
+ }
+ if (respectsLimits)
+ return 0;
+
+ int oldSize = m_size;
+ setSize(oldSize + 10);//###+1,10%,+10? Choose something non-arbitrarily
+ reusableIndexes.remove(oldSize);
+ return data[oldSize];
+}
+
+bool QQuickParticleGroupData::recycle()
+{
+ while (dataHeap.top() <= m_system->timeInt) {
+ foreach (QQuickParticleData* datum, dataHeap.pop()) {
+ if (!datum->stillAlive()) {
+ reusableIndexes << datum->index;
+ } else {
+ prepareRecycler(datum); //ttl has been altered mid-way, put it back
+ }
+ }
+ }
+
+ //TODO: If the data is clear, gc (consider shrinking stack size)?
+ return reusableIndexes.count() == m_size;
+}
+
+void QQuickParticleGroupData::prepareRecycler(QQuickParticleData* d)
+{
+ if (d->lifeSpan*1000 < m_system->maxLife) {
+ dataHeap.insert(d);
+ } else {
+ while ((roundedTime(d->t) + 2*m_system->maxLife/3) <= m_system->timeInt)
+ d->extendLife(m_system->maxLife/3000.0);
+ dataHeap.insertTimed(d, roundedTime(d->t) + 2*m_system->maxLife/3);
+ }
+}
+
+QQuickParticleData::QQuickParticleData(QQuickParticleSystem* sys)
+ : group(0)
+ , e(0)
+ , system(sys)
+ , index(0)
+ , systemIndex(-1)
+ , colorOwner(0)
+ , rotationOwner(0)
+ , deformationOwner(0)
+ , animationOwner(0)
+ , v8Datum(0)
+{
+ x = 0;
+ y = 0;
+ t = -1;
+ lifeSpan = 0;
+ size = 0;
+ endSize = 0;
+ vx = 0;
+ vy = 0;
+ ax = 0;
+ ay = 0;
+ xx = 1;
+ xy = 0;
+ yx = 0;
+ yy = 1;
+ rotation = 0;
+ rotationSpeed = 0;
+ autoRotate = 0;
+ animIdx = 0;
+ frameDuration = 1;
+ frameCount = 1;
+ animT = -1;
+ animX = 0;
+ animY = 0;
+ animWidth = 1;
+ animHeight = 1;
+ color.r = 255;
+ color.g = 255;
+ color.b = 255;
+ color.a = 255;
+ r = 0;
+ delegate = 0;
+ modelIndex = -1;
+}
+
+QQuickParticleData::~QQuickParticleData()
+{
+ delete v8Datum;
+}
+
+void QQuickParticleData::clone(const QQuickParticleData& other)
+{
+ x = other.x;
+ y = other.y;
+ t = other.t;
+ lifeSpan = other.lifeSpan;
+ size = other.size;
+ endSize = other.endSize;
+ vx = other.vx;
+ vy = other.vy;
+ ax = other.ax;
+ ay = other.ay;
+ xx = other.xx;
+ xy = other.xy;
+ yx = other.yx;
+ yy = other.yy;
+ rotation = other.rotation;
+ rotationSpeed = other.rotationSpeed;
+ autoRotate = other.autoRotate;
+ animIdx = other.animIdx;
+ frameDuration = other.frameDuration;
+ frameCount = other.frameCount;
+ animT = other.animT;
+ animX = other.animX;
+ animY = other.animY;
+ animWidth = other.animWidth;
+ animHeight = other.animHeight;
+ color.r = other.color.r;
+ color.g = other.color.g;
+ color.b = other.color.b;
+ color.a = other.color.a;
+ r = other.r;
+ delegate = other.delegate;
+ modelIndex = other.modelIndex;
+
+ colorOwner = other.colorOwner;
+ rotationOwner = other.rotationOwner;
+ deformationOwner = other.deformationOwner;
+ animationOwner = other.animationOwner;
+}
+
+QDeclarativeV8Handle QQuickParticleData::v8Value()
+{
+ if (!v8Datum)
+ v8Datum = new QQuickV8ParticleData(QDeclarativeEnginePrivate::getV8Engine(qmlEngine(system)), this);
+ return v8Datum->v8Value();
+}
+//sets the x accleration without affecting the instantaneous x velocity or position
+void QQuickParticleData::setInstantaneousAX(qreal ax)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ qreal vx = (this->vx + t*this->ax) - t*ax;
+ qreal ex = this->x + this->vx * t + 0.5 * this->ax * t * t;
+ qreal x = ex - t*vx - 0.5 * t*t*ax;
+
+ this->ax = ax;
+ this->vx = vx;
+ this->x = x;
+}
+
+//sets the x velocity without affecting the instantaneous x postion
+void QQuickParticleData::setInstantaneousVX(qreal vx)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ qreal evx = vx - t*this->ax;
+ qreal ex = this->x + this->vx * t + 0.5 * this->ax * t * t;
+ qreal x = ex - t*evx - 0.5 * t*t*this->ax;
+
+ this->vx = evx;
+ this->x = x;
+}
+
+//sets the instantaneous x postion
+void QQuickParticleData::setInstantaneousX(qreal x)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ this->x = x - t*this->vx - 0.5 * t*t*this->ax;
+}
+
+//sets the y accleration without affecting the instantaneous y velocity or position
+void QQuickParticleData::setInstantaneousAY(qreal ay)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ qreal vy = (this->vy + t*this->ay) - t*ay;
+ qreal ey = this->y + this->vy * t + 0.5 * this->ay * t * t;
+ qreal y = ey - t*vy - 0.5 * t*t*ay;
+
+ this->ay = ay;
+ this->vy = vy;
+ this->y = y;
+}
+
+//sets the y velocity without affecting the instantaneous y position
+void QQuickParticleData::setInstantaneousVY(qreal vy)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ qreal evy = vy - t*this->ay;
+ qreal ey = this->y + this->vy * t + 0.5 * this->ay * t * t;
+ qreal y = ey - t*evy - 0.5 * t*t*this->ay;
+
+ this->vy = evy;
+ this->y = y;
+}
+
+//sets the instantaneous Y position
+void QQuickParticleData::setInstantaneousY(qreal y)
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ this->y = y - t*this->vy - 0.5 * t*t*this->ay;
+}
+
+qreal QQuickParticleData::curX() const
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ return this->x + this->vx * t + 0.5 * this->ax * t * t;
+}
+
+qreal QQuickParticleData::curVX() const
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ return this->vx + t*this->ax;
+}
+
+qreal QQuickParticleData::curY() const
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ return y + vy * t + 0.5 * ay * t * t;
+}
+
+qreal QQuickParticleData::curVY() const
+{
+ qreal t = (system->timeInt / 1000.0) - this->t;
+ return vy + t*ay;
+}
+
+void QQuickParticleData::debugDump()
+{
+ qDebug() << "Particle" << systemIndex << group << "/" << index << stillAlive()
+ << "Pos: " << x << "," << y
+ << "Vel: " << vx << "," << vy
+ << "Acc: " << ax << "," << ay
+ << "Size: " << size << "," << endSize
+ << "Time: " << t << "," <<lifeSpan << ";" << (system->timeInt / 1000.0) ;
+}
+
+bool QQuickParticleData::stillAlive()
+{
+ if (!system)
+ return false;
+ return (t + lifeSpan - EPSILON) > ((qreal)system->timeInt/1000.0);
+}
+
+bool QQuickParticleData::alive()
+{
+ if (!system)
+ return false;
+ qreal st = ((qreal)system->timeInt/1000.0);
+ return (t + EPSILON) < st && (t + lifeSpan - EPSILON) > st;
+}
+
+float QQuickParticleData::curSize()
+{
+ if (!system || !lifeSpan)
+ return 0.0f;
+ return size + (endSize - size) * (1 - (lifeLeft() / lifeSpan));
+}
+
+float QQuickParticleData::lifeLeft()
+{
+ if (!system)
+ return 0.0f;
+ return (t + lifeSpan) - (system->timeInt/1000.0);
+}
+
+void QQuickParticleData::extendLife(float time)
+{
+ qreal newX = curX();
+ qreal newY = curY();
+ qreal newVX = curVX();
+ qreal newVY = curVY();
+
+ t += time;
+ animT += time;
+
+ qreal elapsed = (system->timeInt / 1000.0) - t;
+ qreal evy = newVY - elapsed*ay;
+ qreal ey = newY - elapsed*evy - 0.5 * elapsed*elapsed*ay;
+ qreal evx = newVX - elapsed*ax;
+ qreal ex = newX - elapsed*evx - 0.5 * elapsed*elapsed*ax;
+
+ x = ex;
+ vx = evx;
+ y = ey;
+ vy = evy;
+}
+
+QQuickParticleSystem::QQuickParticleSystem(QQuickItem *parent) :
+ QQuickItem(parent),
+ stateEngine(0),
+ m_running(true),
+ particleCount(0),
+ m_nextIndex(0),
+ m_componentComplete(false),
+ m_paused(false)
+{
+ connect(&m_painterMapper, SIGNAL(mapped(QObject*)),
+ this, SLOT(loadPainter(QObject*)));
+
+ m_debugMode = qmlParticlesDebug();
+}
+
+QQuickParticleSystem::~QQuickParticleSystem()
+{
+ foreach (QQuickParticleGroupData* gd, groupData)
+ delete gd;
+}
+
+void QQuickParticleSystem::initGroups()
+{
+ m_reusableIndexes.clear();
+ m_nextIndex = 0;
+
+ qDeleteAll(groupData);
+ groupData.clear();
+ groupIds.clear();
+
+ QQuickParticleGroupData* gd = new QQuickParticleGroupData(0, this);//Default group
+ groupData.insert(0,gd);
+ groupIds.insert(QString(), 0);
+ m_nextGroupId = 1;
+}
+
+void QQuickParticleSystem::registerParticlePainter(QQuickParticlePainter* p)
+{
+ //TODO: a way to Unregister emitters, painters and affectors
+ m_painters << QPointer<QQuickParticlePainter>(p);//###Set or uniqueness checking?
+ connect(p, SIGNAL(groupsChanged(QStringList)),
+ &m_painterMapper, SLOT(map()));
+ loadPainter(p);
+}
+
+void QQuickParticleSystem::registerParticleEmitter(QQuickParticleEmitter* e)
+{
+ m_emitters << QPointer<QQuickParticleEmitter>(e);//###How to get them out?
+ connect(e, SIGNAL(particleCountChanged()),
+ this, SLOT(emittersChanged()));
+ connect(e, SIGNAL(groupChanged(QString)),
+ this, SLOT(emittersChanged()));
+ emittersChanged();
+ e->reset();//Start, so that starttime factors appropriately
+}
+
+void QQuickParticleSystem::registerParticleAffector(QQuickParticleAffector* a)
+{
+ m_affectors << QPointer<QQuickParticleAffector>(a);
+}
+
+void QQuickParticleSystem::registerParticleGroup(QQuickParticleGroup* g)
+{
+ m_groups << QPointer<QQuickParticleGroup>(g);
+ createEngine();
+}
+
+void QQuickParticleSystem::setRunning(bool arg)
+{
+ if (m_running != arg) {
+ m_running = arg;
+ emit runningChanged(arg);
+ setPaused(false);
+ if (m_animation)//Not created until componentCompleted
+ m_running ? m_animation->start() : m_animation->stop();
+ reset();
+ }
+}
+
+void QQuickParticleSystem::setPaused(bool arg) {
+ if (m_paused != arg) {
+ m_paused = arg;
+ if (m_animation && m_animation->state() != QAbstractAnimation::Stopped)
+ m_paused ? m_animation->pause() : m_animation->resume();
+ if (!m_paused) {
+ foreach (QQuickParticlePainter *p, m_painters)
+ p->update();
+ }
+ emit pausedChanged(arg);
+ }
+}
+
+void QQuickParticleSystem::statePropertyRedirect(QDeclarativeListProperty<QObject> *prop, QObject *value)
+{
+ //Hooks up automatic state-associated stuff
+ QQuickParticleSystem* sys = qobject_cast<QQuickParticleSystem*>(prop->object->parent());
+ QQuickParticleGroup* group = qobject_cast<QQuickParticleGroup*>(prop->object);
+ if (!group || !sys || !value)
+ return;
+ stateRedirect(group, sys, value);
+}
+
+void QQuickParticleSystem::stateRedirect(QQuickParticleGroup* group, QQuickParticleSystem* sys, QObject *value)
+{
+ QStringList list;
+ list << group->name();
+ QQuickParticleAffector* a = qobject_cast<QQuickParticleAffector*>(value);
+ if (a) {
+ a->setParentItem(sys);
+ a->setGroups(list);
+ a->setSystem(sys);
+ return;
+ }
+ QQuickTrailEmitter* fe = qobject_cast<QQuickTrailEmitter*>(value);
+ if (fe) {
+ fe->setParentItem(sys);
+ fe->setFollow(group->name());
+ fe->setSystem(sys);
+ return;
+ }
+ QQuickParticleEmitter* e = qobject_cast<QQuickParticleEmitter*>(value);
+ if (e) {
+ e->setParentItem(sys);
+ e->setGroup(group->name());
+ e->setSystem(sys);
+ return;
+ }
+ QQuickParticlePainter* p = qobject_cast<QQuickParticlePainter*>(value);
+ if (p) {
+ p->setParentItem(sys);
+ p->setGroups(list);
+ p->setSystem(sys);
+ return;
+ }
+ qWarning() << value << " was placed inside a particle system state but cannot be taken into the particle system. It will be lost.";
+}
+
+void QQuickParticleSystem::componentComplete()
+
+{
+ QQuickItem::componentComplete();
+ m_componentComplete = true;
+ m_animation = new QQuickParticleSystemAnimation(this);
+ reset();//restarts animation as well
+}
+
+void QQuickParticleSystem::reset()
+{
+ if (!m_componentComplete)
+ return;
+
+ timeInt = 0;
+ //Clear guarded pointers which have been deleted
+ int cleared = 0;
+ cleared += m_emitters.removeAll(0);
+ cleared += m_painters.removeAll(0);
+ cleared += m_affectors.removeAll(0);
+
+ bySysIdx.resize(0);
+ initGroups();//Also clears all logical particles
+
+ if (!m_running)
+ return;
+
+ foreach (QQuickParticleEmitter* e, m_emitters)
+ e->reset();
+
+ emittersChanged();
+
+ foreach (QQuickParticlePainter *p, m_painters) {
+ loadPainter(p);
+ p->reset();
+ }
+
+ //### Do affectors need reset too?
+ if (m_animation) {//Animation is explicitly disabled in benchmarks
+ //reset restarts animation (if running)
+ if ((m_animation->state() == QAbstractAnimation::Running))
+ m_animation->stop();
+ m_animation->start();
+ if (m_paused)
+ m_animation->pause();
+ }
+
+ initialized = true;
+}
+
+
+void QQuickParticleSystem::loadPainter(QObject *p)
+{
+ if (!m_componentComplete)
+ return;
+
+ QQuickParticlePainter* painter = qobject_cast<QQuickParticlePainter*>(p);
+ Q_ASSERT(painter);//XXX
+ foreach (QQuickParticleGroupData* sg, groupData)
+ sg->painters.remove(painter);
+ int particleCount = 0;
+ if (painter->groups().isEmpty()) {//Uses default particle
+ QStringList def;
+ def << QString();
+ painter->setGroups(def);
+ particleCount += groupData[0]->size();
+ groupData[0]->painters << painter;
+ } else {
+ foreach (const QString &group, painter->groups()) {
+ if (group != QLatin1String("") && !groupIds[group]) {//new group
+ int id = m_nextGroupId++;
+ QQuickParticleGroupData* gd = new QQuickParticleGroupData(id, this);
+ groupIds.insert(group, id);
+ groupData.insert(id, gd);
+ }
+ particleCount += groupData[groupIds[group]]->size();
+ groupData[groupIds[group]]->painters << painter;
+ }
+ }
+ painter->setCount(particleCount);
+ painter->update();//Initial update here
+ return;
+}
+
+void QQuickParticleSystem::emittersChanged()
+{
+ if (!m_componentComplete)
+ return;
+
+ m_emitters.removeAll(0);
+
+
+ QList<int> previousSizes;
+ QList<int> newSizes;
+ for (int i=0; i<m_nextGroupId; i++) {
+ previousSizes << groupData[i]->size();
+ newSizes << 0;
+ }
+
+ foreach (QQuickParticleEmitter* e, m_emitters) {//Populate groups and set sizes.
+ if (!groupIds.contains(e->group())
+ || (!e->group().isEmpty() && !groupIds[e->group()])) {//or it was accidentally inserted by a failed lookup earlier
+ int id = m_nextGroupId++;
+ QQuickParticleGroupData* gd = new QQuickParticleGroupData(id, this);
+ groupIds.insert(e->group(), id);
+ groupData.insert(id, gd);
+ previousSizes << 0;
+ newSizes << 0;
+ }
+ newSizes[groupIds[e->group()]] += e->particleCount();
+ //###: Cull emptied groups?
+ }
+
+ //TODO: Garbage collection?
+ particleCount = 0;
+ for (int i=0; i<m_nextGroupId; i++) {
+ groupData[i]->setSize(qMax(newSizes[i], previousSizes[i]));
+ particleCount += groupData[i]->size();
+ }
+
+ if (m_debugMode)
+ qDebug() << "Particle system emitters changed. New particle count: " << particleCount;
+
+ if (particleCount > bySysIdx.size())//New datum requests haven't updated it
+ bySysIdx.resize(particleCount);
+
+ foreach (QQuickParticlePainter *p, m_painters)
+ loadPainter(p);
+
+ if (!m_groups.isEmpty())
+ createEngine();
+
+}
+
+void QQuickParticleSystem::createEngine()
+{
+ if (!m_componentComplete)
+ return;
+ if (stateEngine && m_debugMode)
+ qDebug() << "Resetting Existing Sprite Engine...";
+ //### Solve the losses if size/states go down
+ foreach (QQuickParticleGroup* group, m_groups) {
+ bool exists = false;
+ foreach (const QString &name, groupIds.keys())
+ if (group->name() == name)
+ exists = true;
+ if (!exists) {
+ int id = m_nextGroupId++;
+ QQuickParticleGroupData* gd = new QQuickParticleGroupData(id, this);
+ groupIds.insert(group->name(), id);
+ groupData.insert(id, gd);
+ }
+ }
+
+ if (m_groups.count()) {
+ //Reorder groups List so as to have the same order as groupData
+ QList<QQuickParticleGroup*> newList;
+ for (int i=0; i<m_nextGroupId; i++) {
+ bool exists = false;
+ QString name = groupData[i]->name();
+ foreach (QQuickParticleGroup* existing, m_groups) {
+ if (existing->name() == name) {
+ newList << existing;
+ exists = true;
+ }
+ }
+ if (!exists) {
+ newList << new QQuickParticleGroup(this);
+ newList.back()->setName(name);
+ }
+ }
+ m_groups = newList;
+ QList<QQuickStochasticState*> states;
+ foreach (QQuickParticleGroup* g, m_groups)
+ states << (QQuickStochasticState*)g;
+
+ if (!stateEngine)
+ stateEngine = new QQuickStochasticEngine(this);
+ stateEngine->setCount(particleCount);
+ stateEngine->m_states = states;
+
+ connect(stateEngine, SIGNAL(stateChanged(int)),
+ this, SLOT(particleStateChange(int)));
+
+ } else {
+ if (stateEngine)
+ delete stateEngine;
+ stateEngine = 0;
+ }
+
+}
+
+void QQuickParticleSystem::particleStateChange(int idx)
+{
+ moveGroups(bySysIdx[idx], stateEngine->curState(idx));
+}
+
+void QQuickParticleSystem::moveGroups(QQuickParticleData *d, int newGIdx)
+{
+ if (!d || newGIdx == d->group)
+ return;
+
+ QQuickParticleData* pd = newDatum(newGIdx, false, d->systemIndex);
+ if (!pd)
+ return;
+
+ pd->clone(*d);
+ finishNewDatum(pd);
+
+ d->systemIndex = -1;
+ groupData[d->group]->kill(d);
+}
+
+int QQuickParticleSystem::nextSystemIndex()
+{
+ if (!m_reusableIndexes.isEmpty()) {
+ int ret = *(m_reusableIndexes.begin());
+ m_reusableIndexes.remove(ret);
+ return ret;
+ }
+ if (m_nextIndex >= bySysIdx.size()) {
+ bySysIdx.resize(bySysIdx.size() < 10 ? 10 : bySysIdx.size()*1.1);//###+1,10%,+10? Choose something non-arbitrarily
+ if (stateEngine)
+ stateEngine->setCount(bySysIdx.size());
+
+ }
+ return m_nextIndex++;
+}
+
+QQuickParticleData* QQuickParticleSystem::newDatum(int groupId, bool respectLimits, int sysIndex)
+{
+ Q_ASSERT(groupId < groupData.count());//XXX shouldn't really be an assert
+
+ QQuickParticleData* ret = groupData[groupId]->newDatum(respectLimits);
+ if (!ret) {
+ return 0;
+ }
+ if (sysIndex == -1) {
+ if (ret->systemIndex == -1)
+ ret->systemIndex = nextSystemIndex();
+ } else {
+ if (ret->systemIndex != -1) {
+ if (stateEngine)
+ stateEngine->stop(ret->systemIndex);
+ m_reusableIndexes << ret->systemIndex;
+ bySysIdx[ret->systemIndex] = 0;
+ }
+ ret->systemIndex = sysIndex;
+ }
+ bySysIdx[ret->systemIndex] = ret;
+
+ if (stateEngine)
+ stateEngine->start(ret->systemIndex, ret->group);
+
+ m_empty = false;
+ return ret;
+}
+
+void QQuickParticleSystem::emitParticle(QQuickParticleData* pd)
+{// called from prepareNextFrame()->emitWindow - enforce?
+ //Account for relative emitter position
+ QPointF offset = this->mapFromItem(pd->e, QPointF(0, 0));
+ if (!offset.isNull()) {
+ pd->x += offset.x();
+ pd->y += offset.y();
+ }
+
+ finishNewDatum(pd);
+}
+
+void QQuickParticleSystem::finishNewDatum(QQuickParticleData *pd)
+{
+ Q_ASSERT(pd);
+ groupData[pd->group]->prepareRecycler(pd);
+
+ foreach (QQuickParticleAffector *a, m_affectors)
+ if (a && a->m_needsReset)
+ a->reset(pd);
+ foreach (QQuickParticlePainter* p, groupData[pd->group]->painters)
+ if (p)
+ p->load(pd);
+}
+
+void QQuickParticleSystem::updateCurrentTime( int currentTime )
+{
+ if (!initialized)
+ return;//error in initialization
+
+ //### Elapsed time never shrinks - may cause problems if left emitting for weeks at a time.
+ qreal dt = timeInt / 1000.;
+ timeInt = currentTime;
+ qreal time = timeInt / 1000.;
+ dt = time - dt;
+ needsReset.clear();
+
+ m_emitters.removeAll(0);
+ m_painters.removeAll(0);
+ m_affectors.removeAll(0);
+
+ bool oldClear = m_empty;
+ m_empty = true;
+ foreach (QQuickParticleGroupData* gd, groupData)//Recycle all groups and see if they're out of live particles
+ m_empty = gd->recycle() && m_empty;
+
+ if (stateEngine)
+ stateEngine->updateSprites(timeInt);
+
+ foreach (QQuickParticleEmitter* emitter, m_emitters)
+ emitter->emitWindow(timeInt);
+ foreach (QQuickParticleAffector* a, m_affectors)
+ a->affectSystem(dt);
+ foreach (QQuickParticleData* d, needsReset)
+ foreach (QQuickParticlePainter* p, groupData[d->group]->painters)
+ p->reload(d);
+
+ if (oldClear != m_empty)
+ emptyChanged(m_empty);
+}
+
+int QQuickParticleSystem::systemSync(QQuickParticlePainter* p)
+{
+ if (!m_running)
+ return 0;
+ if (!initialized)
+ return 0;//error in initialization
+ p->performPendingCommits();
+ return timeInt;
+}
+
+
+QT_END_NAMESPACE