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Diffstat (limited to 'src/declarative/items/qsgspriteengine.cpp')
-rw-r--r-- | src/declarative/items/qsgspriteengine.cpp | 437 |
1 files changed, 437 insertions, 0 deletions
diff --git a/src/declarative/items/qsgspriteengine.cpp b/src/declarative/items/qsgspriteengine.cpp new file mode 100644 index 0000000000..27de0d94f6 --- /dev/null +++ b/src/declarative/items/qsgspriteengine.cpp @@ -0,0 +1,437 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, 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. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qsgspriteengine_p.h" +#include "qsgsprite_p.h" +#include <QDebug> +#include <QPainter> +#include <QSet> +#include <QtOpenGL> + +QT_BEGIN_NAMESPACE + +QSGSpriteEngine::QSGSpriteEngine(QObject *parent) : + QObject(parent), m_timeOffset(0) +{ + //Default size 1 + setCount(1); + m_advanceTime.start(); +} + +QSGSpriteEngine::QSGSpriteEngine(QList<QSGSprite*> states, QObject *parent) : + QObject(parent), m_states(states), m_timeOffset(0) +{ + //Default size 1 + setCount(1); + m_advanceTime.start(); +} + +QSGSpriteEngine::~QSGSpriteEngine() +{ +} + +int QSGSpriteEngine::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 +*/ +int QSGSpriteEngine::spriteState(int sprite) +{ + int state = m_sprites[sprite]; + if(!m_states[state]->m_generatedCount) + return state; + int rowDuration = m_states[state]->duration() * m_states[state]->m_framesPerRow; + int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + return state + extra; +} + +int QSGSpriteEngine::spriteStart(int sprite) +{ + int state = m_sprites[sprite]; + if(!m_states[state]->m_generatedCount) + return m_startTimes[sprite]; + int rowDuration = m_states[state]->duration() * m_states[state]->m_framesPerRow; + int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + return state + extra*rowDuration; +} + +int QSGSpriteEngine::spriteFrames(int sprite) +{ + int state = m_sprites[sprite]; + if(!m_states[state]->m_generatedCount) + return m_states[state]->frames(); + int rowDuration = m_states[state]->duration() * m_states[state]->m_framesPerRow; + int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + if(extra == m_states[state]->m_generatedCount - 1)//last state + return m_states[state]->frames() % m_states[state]->m_framesPerRow; + else + return m_states[state]->m_framesPerRow; +} + +int QSGSpriteEngine::spriteDuration(int sprite) +{ + int state = m_sprites[sprite]; + if(!m_states[state]->m_generatedCount) + return m_states[state]->duration(); + int rowDuration = m_states[state]->duration() * m_states[state]->m_framesPerRow; + int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + if(extra == m_states[state]->m_generatedCount - 1)//last state + return (m_states[state]->duration() * m_states[state]->frames()) % rowDuration; + else + return rowDuration; +} + +int QSGSpriteEngine::spriteCount()//TODO: Actually image state count, need to rename these things to make sense together +{ + return m_imageStateCount; +} + +void QSGSpriteEngine::setGoal(int state, int sprite, bool jump) +{ + if(sprite >= m_sprites.count() || state >= m_states.count()) + return; + if(!jump){ + m_goals[sprite] = state; + return; + } + + if(m_sprites[sprite] == state) + return;//Already there + m_sprites[sprite] = state; + m_goals[sprite] = -1; + restartSprite(sprite); + return; +} + +QImage QSGSpriteEngine::assembledImage() +{ + int frameHeight = 0; + int frameWidth = 0; + m_maxFrames = 0; + m_imageStateCount = 0; + + int maxSize; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); + + foreach(QSGSprite* state, m_states){ + 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 + int imgWidth = state->frameWidth(); + if(!imgWidth) + imgWidth = img.width() / state->frames(); + if(frameWidth){ + if(imgWidth != frameWidth){ + qWarning() << "SpriteEngine: Irregular frame width..." << state->source().toLocalFile(); + return QImage(); + } + }else{ + frameWidth = imgWidth; + } + + int imgHeight = state->frameHeight(); + if(!imgHeight) + imgHeight = img.height(); + if(frameHeight){ + if(imgHeight!=frameHeight){ + qWarning() << "SpriteEngine: Irregular frame height..." << state->source().toLocalFile(); + return QImage(); + } + }else{ + frameHeight = imgHeight; + } + + if(state->frames() * 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, frameWidth)); + if(rowsNeeded * 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; + m_imageStateCount += rowsNeeded; + }else{ + m_imageStateCount++; + } + } + + //maxFrames is max number in a line of the texture + if(m_maxFrames * frameWidth > maxSize) + m_maxFrames = maxSize/frameWidth; + QImage image(frameWidth * m_maxFrames, frameHeight * m_imageStateCount, QImage::Format_ARGB32); + image.fill(0); + QPainter p(&image); + int y = 0; + foreach(QSGSprite* state, m_states){ + QImage img(state->source().toLocalFile()); + if(img.height() == frameHeight && img.width() < maxSize){//Simple case + p.drawImage(0,y,img); + y += frameHeight; + }else{ + state->m_framesPerRow = image.width()/frameWidth; + 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 QSGSpriteEngine::setCount(int c) +{ + m_sprites.resize(c); + m_goals.resize(c); + m_startTimes.resize(c); +} + +void QSGSpriteEngine::startSprite(int index) +{ + if(index >= m_sprites.count()) + return; + m_sprites[index] = 0; + m_goals[index] = -1; + restartSprite(index); +} + +void QSGSpriteEngine::restartSprite(int index) +{ + m_startTimes[index] = m_timeOffset + m_advanceTime.elapsed(); + int time = m_states[m_sprites[index]]->duration() * m_states[m_sprites[index]]->frames() + m_startTimes[index]; + for(int i=0; i<m_stateUpdates.count(); i++) + m_stateUpdates[i].second.removeAll(index); + addToUpdateList(time, index); +} + +uint QSGSpriteEngine::updateSprites(uint time) +{ + //Sprite State Update; + while(!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){ + foreach(int idx, m_stateUpdates.first().second){ + if(idx >= m_sprites.count()) + continue;//TODO: Proper fix(because this does happen and I'm just ignoring it) + int stateIdx = m_sprites[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_sprites[idx] = nextIdx; + m_startTimes[idx] = time; + //TODO: emit something? Remember to emit this when a psuedostate changes too + addToUpdateList((m_states[nextIdx]->duration() * m_states[nextIdx]->frames()) + time, idx); + } + m_stateUpdates.pop_front(); + } + + m_timeOffset = time; + m_advanceTime.start(); + if(m_stateUpdates.isEmpty()) + return -1; + return m_stateUpdates.first().first; +} + +int QSGSpriteEngine::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(); + QSGSprite* 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; + 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 QSGSpriteEngine::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 |