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diff --git a/src/declarative/items/qquickspriteengine.cpp b/src/declarative/items/qquickspriteengine.cpp
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-/****************************************************************************
-**
-** 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