diff options
-rw-r--r-- | src/quick/items/qquickspriteengine.cpp | 127 | ||||
-rw-r--r-- | src/quick/items/qquickspriteengine_p.h | 13 | ||||
-rw-r--r-- | src/quick/items/qquickspriteimage.cpp | 4 | ||||
-rw-r--r-- | src/quick/particles/qquickimageparticle.cpp | 12 |
4 files changed, 120 insertions, 36 deletions
diff --git a/src/quick/items/qquickspriteengine.cpp b/src/quick/items/qquickspriteengine.cpp index bf9d33bd03..495957f442 100644 --- a/src/quick/items/qquickspriteengine.cpp +++ b/src/quick/items/qquickspriteengine.cpp @@ -54,19 +54,17 @@ QT_BEGIN_NAMESPACE */ QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) : - QObject(parent), m_timeOffset(0) + QObject(parent), m_timeOffset(0), m_addAdvance(false) { //Default size 1 setCount(1); - m_advanceTime.start(); } QQuickStochasticEngine::QQuickStochasticEngine(QList<QQuickStochasticState*> states, QObject *parent) : - QObject(parent), m_states(states), m_timeOffset(0) + QObject(parent), m_states(states), m_timeOffset(0), m_addAdvance(false) { //Default size 1 setCount(1); - m_advanceTime.start(); } QQuickStochasticEngine::~QQuickStochasticEngine() @@ -102,24 +100,39 @@ int QQuickSpriteEngine::maxFrames() 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 */ +//TODO: Should these be adding advanceTime as well? +/* + To get these working with duration=-1, m_startTimes will be messed with should duration=-1 + m_startTimes will be set in advance/restart to 0->(m_framesPerRow-1) and can be used directly as extra. + This makes it 'frame' instead, but is more memory efficient than two arrays and less hideous than a vector of unions. +*/ 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; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + } return state + extra; } int QQuickSpriteEngine::spriteStart(int sprite) { + if (!m_duration[sprite]) + return m_timeOffset; 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; + return m_startTimes[sprite] + extra*rowDuration; } int QQuickSpriteEngine::spriteFrames(int sprite) @@ -127,19 +140,28 @@ 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; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + 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 QQuickSpriteEngine::spriteDuration(int sprite)//Full duration, not per frame { + if (!m_duration[sprite]) + return m_duration[sprite]; int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) - return m_duration[sprite]; + return m_duration[sprite] * 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 @@ -153,8 +175,15 @@ 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; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + } return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra; } @@ -205,6 +234,7 @@ QImage QQuickSpriteEngine::assembledImage() int maxSize = 0; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); + //qDebug() << "MAX TEXTURE SIZE" << maxSize; foreach (QQuickStochasticState* s, m_states){ QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s); if (sprite) @@ -235,8 +265,11 @@ QImage QQuickSpriteEngine::assembledImage() static int divRoundUp(int a, int b){return (a+b-1)/b;} }; int rowsNeeded = helper::divRoundUp(state->frames(), (maxSize / state->frameWidth())); - if (rowsNeeded * state->frameHeight() > maxSize){ - qWarning() << "SpriteEngine: Animation too large to fit in one texture..." << state->source().toLocalFile(); + if (h + rowsNeeded * state->frameHeight() > maxSize){ + if (rowsNeeded * state->frameHeight() > maxSize) + qWarning() << "SpriteEngine: Animation too large to fit in one texture:" << state->source().toLocalFile(); + else + qWarning() << "SpriteEngine: Animations too large to fit in one texture, pushed over the edge by:" << state->source().toLocalFile(); qWarning() << "SpriteEngine: Your texture max size today is " << maxSize; } state->m_generatedCount = rowsNeeded; @@ -333,29 +366,71 @@ void QQuickStochasticEngine::stop(int index) void QQuickStochasticEngine::restart(int index) { - m_startTimes[index] = m_timeOffset + m_advanceTime.elapsed(); + m_startTimes[index] = m_timeOffset; + if (m_addAdvance) + m_startTimes[index] += 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); - if (m_duration[index] > 0) + if (m_duration[index] >= 0) addToUpdateList(time, index); } -// Doesn't remove from update list. If you want to cancel pending timed updates, call restart() first. -// Usually sprites are either manually advanced or in the list, and mixing is not recommended anyways. +void QQuickSpriteEngine::restart(int index) //Reimplemented to recognize and handle pseudostates +{ + if (m_sprites[m_things[index]]->duration() < 0) {//Manually advanced + m_startTimes[index] = 0; + } else { + m_startTimes[index] = m_timeOffset; + if (m_addAdvance) + m_startTimes[index] += m_advanceTime.elapsed(); + int time = spriteDuration(index) + m_startTimes[index]; + for (int i=0; i<m_stateUpdates.count(); i++) + m_stateUpdates[i].second.removeAll(index); + addToUpdateList(time, index); + } +} + void QQuickStochasticEngine::advance(int idx) { if (idx >= m_things.count()) return;//TODO: Proper fix(because this has happened and I just ignored it) - int stateIdx = m_things[idx]; - int nextIdx = nextState(stateIdx,idx); + int nextIdx = nextState(m_things[idx],idx); + m_things[idx] = nextIdx; + m_duration[idx] = m_states[nextIdx]->variedDuration(); + restart(idx); + emit m_states[nextIdx]->entered(); + emit stateChanged(idx); +} + +void QQuickSpriteEngine::advance(int idx) //Reimplemented to recognize and handle pseudostates +{ + if (idx >= m_things.count()) + return;//TODO: Proper fix(because this has happened and I just ignored it) + if (m_duration[idx] == 0) { + if (m_sprites[m_things[idx]]->duration() < 0) { + //Manually called, advance inner substate count + m_startTimes[idx]++; + if (m_startTimes[idx] < m_sprites[m_things[idx]]->m_generatedCount) { + //only a pseudostate ended + emit stateChanged(idx); + return; + } + } + //just go past the pseudostate logic + } else if (m_startTimes[idx] + m_duration[idx] * m_states[m_things[idx]]->frames() + > m_timeOffset + (m_addAdvance ? m_advanceTime.elapsed() : 0)) { + //only a pseduostate ended + emit stateChanged(idx); + addToUpdateList(m_timeOffset + spriteDuration(idx), idx); + return; + } + int nextIdx = nextState(m_things[idx],idx); m_things[idx] = nextIdx; m_duration[idx] = m_states[nextIdx]->variedDuration(); - m_startTimes[idx] = m_timeOffset;//This will be the last time updateSprites was called + restart(idx); emit m_states[nextIdx]->entered(); - emit stateChanged(idx); //TODO: emit this when a psuedostate changes too(but manually in SpriteEngine) - if (m_duration[idx] >= 0) - addToUpdateList((m_duration[idx] * m_states[nextIdx]->frames()) + m_startTimes[idx], idx); + emit stateChanged(idx); } int QQuickStochasticEngine::nextState(int curState, int curThing) @@ -397,6 +472,7 @@ uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a lis { //Sprite State Update; m_timeOffset = time; + m_addAdvance = false; while (!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){ foreach (int idx, m_stateUpdates.first().second) advance(idx); @@ -404,6 +480,7 @@ uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a lis } m_advanceTime.start(); + m_addAdvance = true; if (m_stateUpdates.isEmpty()) return -1; return m_stateUpdates.first().first; diff --git a/src/quick/items/qquickspriteengine_p.h b/src/quick/items/qquickspriteengine_p.h index 926bb68435..48ef6c305e 100644 --- a/src/quick/items/qquickspriteengine_p.h +++ b/src/quick/items/qquickspriteengine_p.h @@ -212,7 +212,8 @@ public: void setGoal(int state, int sprite=0, bool jump=false); void start(int index=0, int state=0); - void advance(int index=0);//Sends state to the next chosen state, unlike goal. + virtual void restart(int index=0); + virtual void advance(int index=0);//Sends state to the next chosen state, unlike goal. void stop(int index=0); int curState(int index=0) {return m_things[index];} @@ -245,7 +246,6 @@ public slots: protected: friend class QQuickParticleSystem; - void restart(int index); void addToUpdateList(uint t, int idx); int nextState(int curState, int idx=0); int goalSeek(int curState, int idx, int dist=-1); @@ -262,6 +262,7 @@ protected: QString m_globalGoal; int m_maxFrames; int m_imageStateCount; + bool m_addAdvance; }; class QQuickSpriteEngine : public QQuickStochasticEngine @@ -281,14 +282,18 @@ public: int spriteState(int sprite=0); int spriteStart(int sprite=0); int spriteFrames(int sprite=0); - int spriteDuration(int sprite=0); + int spriteDuration(int sprite=0);//Full duration, not per frame int spriteX(int /* sprite */ = 0) { return 0; }//Currently all rows are 0 aligned, if we get more space efficient we might change this int spriteY(int sprite=0); int spriteWidth(int sprite=0); int spriteHeight(int sprite=0); - int spriteCount();//Like state count, but for the image states + int spriteCount();//Like state count int maxFrames(); + QString realName(int sprite=0);//Gives the parent sprite name for pseudosprites QImage assembledImage(); + + virtual void restart(int index=0); + virtual void advance(int index=0); private: QList<QQuickSprite*> m_sprites; }; diff --git a/src/quick/items/qquickspriteimage.cpp b/src/quick/items/qquickspriteimage.cpp index 692e6820d3..1819decf10 100644 --- a/src/quick/items/qquickspriteimage.cpp +++ b/src/quick/items/qquickspriteimage.cpp @@ -435,8 +435,8 @@ void QQuickSpriteImage::prepareNextFrame() //Advance Sprite qreal animT = m_spriteEngine->spriteStart()/1000.0; - qreal frameDuration = m_spriteEngine->spriteDuration(); qreal frameCount = m_spriteEngine->spriteFrames(); + qreal frameDuration = m_spriteEngine->spriteDuration()/frameCount; double frameAt; qreal progress; if (frameDuration > 0) { @@ -467,7 +467,7 @@ void QQuickSpriteImage::prepareNextFrame() m_material->animY2 = y; m_material->animW = w; m_material->animH = h; - m_material->animT = progress; + m_material->animT = m_interpolate ? progress : 0.0; } QT_END_NAMESPACE diff --git a/src/quick/particles/qquickimageparticle.cpp b/src/quick/particles/qquickimageparticle.cpp index 9d75c4bb22..b8b05f2330 100644 --- a/src/quick/particles/qquickimageparticle.cpp +++ b/src/quick/particles/qquickimageparticle.cpp @@ -1475,11 +1475,14 @@ void QQuickImageParticle::spritesUpdate(qreal time) // This is particularly important for cut-up sprites. QQuickParticleData* datum = (mainDatum->animationOwner == this ? mainDatum : getShadowDatum(mainDatum)); double frameAt; - qreal progress; + qreal progress = 0; if (datum->frameDuration > 0) { qreal frame = (time - datum->animT)/(datum->frameDuration / 1000.0); frame = qBound((qreal)0.0, frame, (qreal)((qreal)datum->frameCount - 1.0));//Stop at count-1 frames until we have between anim interpolation - progress = modf(frame,&frameAt); + if (m_spritesInterpolate) + progress = modf(frame,&frameAt); + else + modf(frame,&frameAt); } else { datum->frameAt++; if (datum->frameAt >= datum->frameCount){ @@ -1492,7 +1495,6 @@ void QQuickImageParticle::spritesUpdate(qreal time) } } frameAt = datum->frameAt; - progress = 0; } QSizeF sheetSize = getState<ImageMaterialData>(m_material)->animSheetSize; qreal y = datum->animY / sheetSize.height(); @@ -1544,7 +1546,7 @@ void QQuickImageParticle::spriteAdvance(int spriteIdx) datum->animIdx = m_spriteEngine->spriteState(spriteIdx); datum->animT = m_spriteEngine->spriteStart(spriteIdx)/1000.0; datum->frameCount = m_spriteEngine->spriteFrames(spriteIdx); - datum->frameDuration = m_spriteEngine->spriteDuration(spriteIdx); + datum->frameDuration = m_spriteEngine->spriteDuration(spriteIdx) / datum->frameCount; datum->animX = m_spriteEngine->spriteX(spriteIdx); datum->animY = m_spriteEngine->spriteY(spriteIdx); datum->animWidth = m_spriteEngine->spriteWidth(spriteIdx); @@ -1586,7 +1588,7 @@ void QQuickImageParticle::initialize(int gIdx, int pIdx) if (m_spriteEngine){ m_spriteEngine->start(spriteIdx); writeTo->frameCount = m_spriteEngine->spriteFrames(spriteIdx); - writeTo->frameDuration = m_spriteEngine->spriteDuration(spriteIdx); + writeTo->frameDuration = m_spriteEngine->spriteDuration(spriteIdx) / writeTo->frameCount; writeTo->animIdx = 0;//Always starts at 0 writeTo->frameAt = -1; writeTo->animX = m_spriteEngine->spriteX(spriteIdx); |