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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 "qquickspriteimage_p.h"
-#include "qquicksprite_p.h"
-#include "qquickspriteengine_p.h"
-#include <private/qsgcontext_p.h>
-#include <private/qsgadaptationlayer_p.h>
-#include <qsgnode.h>
-#include <qsgengine.h>
-#include <qsgtexturematerial.h>
-#include <qsgtexture.h>
-#include <qquickcanvas.h>
-#include <QFile>
-#include <cmath>
-#include <qmath.h>
-#include <QDebug>
-
-QT_BEGIN_NAMESPACE
-
-static const char vertexShaderCode[] =
- "attribute highp vec2 vTex;\n"
- "uniform highp vec4 animData;// interpolate(bool), duration, frameCount (this anim), timestamp (this anim)\n"
- "uniform highp vec4 animPos;//sheet x,y, width/height of this anim\n"
- "uniform highp vec4 animSheetSize; //width/height of whole sheet, width/height of element\n"
- "\n"
- "uniform highp mat4 qt_Matrix;\n"
- "uniform highp float timestamp;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "\n"
- "void main() {\n"
- " //Calculate frame location in texture\n"
- " highp float frameIndex = mod((((timestamp - animData.w)*1000.)/animData.y),animData.z);\n"
- " progress = mod((timestamp - animData.w)*1000., animData.y) / animData.y;\n"
- "\n"
- " frameIndex = floor(frameIndex);\n"
- " fTexS.xy = vec2(((frameIndex + vTex.x) * animPos.z / animSheetSize.x), ((animPos.y + vTex.y * animPos.w) / animSheetSize.y));\n"
- "\n"
- " //Next frame is also passed, for interpolation\n"
- " //### Should the next anim be precalculated to allow for interpolation there?\n"
- " if (animData.x == 1.0 && frameIndex != animData.z - 1.)//Can't do it for the last frame though, this anim may not loop\n"
- " frameIndex = mod(frameIndex+1., animData.z);\n"
- " fTexS.zw = vec2(((frameIndex + vTex.x) * animPos.z / animSheetSize.x), ((animPos.y + vTex.y * animPos.w) / animSheetSize.y));\n"
- "\n"
- " gl_Position = qt_Matrix * vec4(animSheetSize.z * vTex.x, animSheetSize.w * vTex.y, 0, 1);\n"
- "}\n";
-
-static const char fragmentShaderCode[] =
- "uniform sampler2D texture;\n"
- "uniform lowp float qt_Opacity;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "void main() {\n"
- " gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n"
- "}\n";
-
-class QQuickSpriteMaterial : public QSGMaterial
-{
-public:
- QQuickSpriteMaterial();
- virtual ~QQuickSpriteMaterial();
- virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
- virtual QSGMaterialShader *createShader() const;
- virtual int compare(const QSGMaterial *other) const
- {
- return this - static_cast<const QQuickSpriteMaterial *>(other);
- }
-
- QSGTexture *texture;
-
- qreal timestamp;
- float interpolate;
- float frameDuration;
- float frameCount;
- float animT;
- float animX;
- float animY;
- float animWidth;
- float animHeight;
- float sheetWidth;
- float sheetHeight;
- float elementWidth;
- float elementHeight;
-};
-
-QQuickSpriteMaterial::QQuickSpriteMaterial()
- : timestamp(0)
- , interpolate(1.0f)
- , frameDuration(1.0f)
- , frameCount(1.0f)
- , animT(0.0f)
- , animX(0.0f)
- , animY(0.0f)
- , animWidth(1.0f)
- , animHeight(1.0f)
- , sheetWidth(1.0f)
- , sheetHeight(1.0f)
- , elementWidth(1.0f)
- , elementHeight(1.0f)
-{
- setFlag(Blending, true);
-}
-
-QQuickSpriteMaterial::~QQuickSpriteMaterial()
-{
- delete texture;
-}
-
-class SpriteMaterialData : public QSGMaterialShader
-{
-public:
- SpriteMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
- {
- }
-
- void deactivate() {
- QSGMaterialShader::deactivate();
-
- for (int i=0; i<8; ++i) {
- program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
- }
- }
-
- virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
- {
- QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
- m->texture->bind();
-
- program()->setUniformValue(m_opacity_id, state.opacity());
- program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
- program()->setUniformValue(m_animData_id, m->interpolate, m->frameDuration, m->frameCount, m->animT);
- program()->setUniformValue(m_animPos_id, m->animX, m->animY, m->animWidth, m->animHeight);
- program()->setUniformValue(m_animSheetSize_id, m->sheetWidth, m->sheetHeight, m->elementWidth, m->elementHeight);
-
- if (state.isMatrixDirty())
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
- }
-
- virtual void initialize() {
- m_matrix_id = program()->uniformLocation("qt_Matrix");
- m_opacity_id = program()->uniformLocation("qt_Opacity");
- m_timestamp_id = program()->uniformLocation("timestamp");
- m_animData_id = program()->uniformLocation("animData");
- m_animPos_id = program()->uniformLocation("animPos");
- m_animSheetSize_id = program()->uniformLocation("animSheetSize");
- }
-
- virtual const char *vertexShader() const { return vertexShaderCode; }
- virtual const char *fragmentShader() const { return fragmentShaderCode; }
-
- virtual char const *const *attributeNames() const {
- static const char *attr[] = {
- "vTex",
- 0
- };
- return attr;
- }
-
- int m_matrix_id;
- int m_opacity_id;
- int m_timestamp_id;
- int m_animData_id;
- int m_animPos_id;
- int m_animSheetSize_id;
-
- static float chunkOfBytes[1024];
-};
-
-float SpriteMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *QQuickSpriteMaterial::createShader() const
-{
- return new SpriteMaterialData;
-}
-
-struct SpriteVertex {
- float tx;
- float ty;
-};
-
-struct SpriteVertices {
- SpriteVertex v1;
- SpriteVertex v2;
- SpriteVertex v3;
- SpriteVertex v4;
-};
-
-/*!
- \qmlclass SpriteImage QQuickSpriteImage
- \inqmlmodule QtQuick 2
- \inherits Item
- \brief The SpriteImage element draws a sprite animation
-
-*/
-/*!
- \qmlproperty bool QtQuick2::SpriteImage::running
-
- Whether the sprite is animating or not.
-
- Default is true
-*/
-/*!
- \qmlproperty bool QtQuick2::SpriteImage::interpolate
-
- If true, interpolation will occur between sprite frames to make the
- animation appear smoother.
-
- Default is true.
-*/
-/*!
- \qmlproperty string QtQuick2::SpriteImage::goalState
-
- The name of the Sprite which the animation should move to.
-
- Sprite states have defined durations and transitions between them, setting goalState
- will cause it to disregard any path weightings (including 0) and head down the path
- which will reach the goalState quickest (fewest animations). It will pass through
- intermediate states on that path, and animate them for their duration.
-
- If it is possible to return to the goalState from the starting point of the goalState
- it will continue to do so until goalState is set to "" or an unreachable state.
-*/
-/*! \qmlmethod void QtQuick2::SpriteImage::jumpTo(string sprite)
-
- This function causes the sprite to jump to the specified state immediately, intermediate
- states are not played.
-*/
-/*!
- \qmlproperty list<Sprite> QtQuick2::SpriteImage::sprites
-
- The sprite or sprites to draw. Sprites will be scaled to the size of this element.
-*/
-
-//TODO: Implicitly size element to size of first sprite?
-QQuickSpriteImage::QQuickSpriteImage(QQuickItem *parent) :
- QQuickItem(parent)
- , m_node(0)
- , m_material(0)
- , m_spriteEngine(0)
- , m_pleaseReset(false)
- , m_running(true)
- , m_interpolate(true)
-{
- setFlag(ItemHasContents);
- connect(this, SIGNAL(runningChanged(bool)),
- this, SLOT(update()));
-}
-
-void QQuickSpriteImage::jumpTo(const QString &sprite)
-{
- if (!m_spriteEngine)
- return;
- m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite), 0, true);
-}
-
-void QQuickSpriteImage::setGoalState(const QString &sprite)
-{
- if (m_goalState != sprite){
- m_goalState = sprite;
- emit goalStateChanged(sprite);
- m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite));
- }
-}
-
-QDeclarativeListProperty<QQuickSprite> QQuickSpriteImage::sprites()
-{
- return QDeclarativeListProperty<QQuickSprite>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
-}
-
-void QQuickSpriteImage::createEngine()
-{
- //TODO: delay until component complete
- if (m_spriteEngine)
- delete m_spriteEngine;
- if (m_sprites.count())
- m_spriteEngine = new QQuickSpriteEngine(m_sprites, this);
- else
- m_spriteEngine = 0;
- reset();
-}
-
-static QSGGeometry::Attribute SpriteImage_Attributes[] = {
- QSGGeometry::Attribute::create(0, 2, GL_FLOAT), // tex
-};
-
-static QSGGeometry::AttributeSet SpriteImage_AttributeSet =
-{
- 1, // Attribute Count
- 2 * sizeof(float),
- SpriteImage_Attributes
-};
-
-QSGGeometryNode* QQuickSpriteImage::buildNode()
-{
- if (!m_spriteEngine) {
- qWarning() << "SpriteImage: No sprite engine...";
- return 0;
- }
-
- m_material = new QQuickSpriteMaterial();
-
- QImage image = m_spriteEngine->assembledImage();
- if (image.isNull())
- return 0;
- m_material->texture = canvas()->createTextureFromImage(image);
- m_material->texture->setFiltering(QSGTexture::Linear);
- m_spriteEngine->start(0);
- m_material->interpolate = m_interpolate ? 1.0 : 0.0;
- m_material->frameCount = m_spriteEngine->spriteFrames();
- m_material->frameDuration = m_spriteEngine->spriteDuration();
- m_material->animT = 0;
- m_material->animX = m_spriteEngine->spriteX();
- m_material->animY = m_spriteEngine->spriteY();
- m_material->animWidth = m_spriteEngine->spriteWidth();
- m_material->animHeight = m_spriteEngine->spriteHeight();
- m_material->sheetWidth = image.width();
- m_material->sheetHeight = image.height();
- m_material->elementWidth = width();
- m_material->elementHeight = height();
-
- int vCount = 4;
- int iCount = 6;
- QSGGeometry *g = new QSGGeometry(SpriteImage_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
-
- SpriteVertices *p = (SpriteVertices *) g->vertexData();
-
- p->v1.tx = 0;
- p->v1.ty = 0;
-
- p->v2.tx = 1.0;
- p->v2.ty = 0;
-
- p->v3.tx = 0;
- p->v3.ty = 1.0;
-
- p->v4.tx = 1.0;
- p->v4.ty = 1.0;
-
- quint16 *indices = g->indexDataAsUShort();
- indices[0] = 0;
- indices[1] = 1;
- indices[2] = 2;
- indices[3] = 1;
- indices[4] = 3;
- indices[5] = 2;
-
-
- m_timestamp.start();
- m_node = new QSGGeometryNode();
- m_node->setGeometry(g);
- m_node->setMaterial(m_material);
- m_node->setFlag(QSGGeometryNode::OwnsMaterial);
- return m_node;
-}
-
-void QQuickSpriteImage::reset()
-{
- m_pleaseReset = true;
-}
-
-QSGNode *QQuickSpriteImage::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
-{
- if (m_pleaseReset) {
- delete m_node;
- delete m_material;
-
- m_node = 0;
- m_material = 0;
- m_pleaseReset = false;
- }
-
- prepareNextFrame();
-
- if (m_running) {
- update();
- if (m_node)
- m_node->markDirty(QSGNode::DirtyMaterial);
- }
-
- return m_node;
-}
-
-void QQuickSpriteImage::prepareNextFrame()
-{
- if (m_node == 0)
- m_node = buildNode();
- if (m_node == 0) //error creating node
- return;
-
- uint timeInt = m_timestamp.elapsed();
- qreal time = timeInt / 1000.;
- m_material->timestamp = time;
- m_material->elementHeight = height();
- m_material->elementWidth = width();
- m_material->interpolate = m_interpolate;
-
- //Advance State
- m_spriteEngine->updateSprites(timeInt);
- int curY = m_spriteEngine->spriteY();
- if (curY != m_material->animY){
- m_material->animT = m_spriteEngine->spriteStart()/1000.0;
- m_material->frameCount = m_spriteEngine->spriteFrames();
- m_material->frameDuration = m_spriteEngine->spriteDuration();
- m_material->animX = m_spriteEngine->spriteX();
- m_material->animY = m_spriteEngine->spriteY();
- m_material->animWidth = m_spriteEngine->spriteWidth();
- m_material->animHeight = m_spriteEngine->spriteHeight();
- }
-}
-
-QT_END_NAMESPACE