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-rw-r--r--src/declarative/particles/qsgimageparticle_p.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/declarative/particles/qsgimageparticle_p.h b/src/declarative/particles/qsgimageparticle_p.h
index 89796da356..0836e3e8ec 100644
--- a/src/declarative/particles/qsgimageparticle_p.h
+++ b/src/declarative/particles/qsgimageparticle_p.h
@@ -56,8 +56,8 @@ QT_MODULE(Declarative)
class ImageMaterialData;
class QSGGeometryNode;
-class QSGSprite;
-class QSGStochasticEngine;
+class QQuickSprite;
+class QQuickStochasticEngine;
struct SimpleVertex {
float x;
@@ -180,19 +180,19 @@ class QSGImageParticle : public QSGParticlePainter
Q_PROPERTY(QSGDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation)
//yVector is the same, but top-left to bottom-left. The particle is always a parallelogram.
Q_PROPERTY(QSGDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation)
- Q_PROPERTY(QDeclarativeListProperty<QSGSprite> sprites READ sprites)
+ Q_PROPERTY(QDeclarativeListProperty<QQuickSprite> sprites READ sprites)
Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged)
Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged)
Q_PROPERTY(bool bloat READ bloat WRITE setBloat NOTIFY bloatChanged)//Just a debugging property to bypass optimizations
Q_ENUMS(EntryEffect)
public:
- explicit QSGImageParticle(QSGItem *parent = 0);
+ explicit QSGImageParticle(QQuickItem *parent = 0);
virtual ~QSGImageParticle();
- QDeclarativeListProperty<QSGSprite> sprites();
- QSGStochasticEngine* spriteEngine() {return m_spriteEngine;}
+ QDeclarativeListProperty<QQuickSprite> sprites();
+ QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;}
enum EntryEffect {
None = 0,
@@ -381,8 +381,8 @@ private:
QSGDirection* m_xVector;
QSGDirection* m_yVector;
- QList<QSGSprite*> m_sprites;
- QSGSpriteEngine* m_spriteEngine;
+ QList<QQuickSprite*> m_sprites;
+ QQuickSpriteEngine* m_spriteEngine;
bool m_spritesInterpolate;
bool m_explicitColor;