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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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 "qsgmodelparticle_p.h"
+#include <QtDeclarative/private/qsgvisualitemmodel_p.h>
+#include <qsgnode.h>
+#include <QTimer>
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+QSGModelParticle::QSGModelParticle(QSGItem *parent) :
+ QSGParticlePainter(parent), m_ownModel(false), m_comp(0), m_model(0), m_fade(true), m_modelCount(0)
+{
+ setFlag(QSGItem::ItemHasContents);
+ QTimer* manageDelegates = new QTimer(this);//TODO: don't leak
+ connect(manageDelegates, SIGNAL(timeout()),
+ this, SLOT(processPending()));
+ manageDelegates->setInterval(16);
+ manageDelegates->setSingleShot(false);
+ manageDelegates->start();
+}
+
+QVariant QSGModelParticle::model() const
+{
+ return m_dataSource;
+}
+
+void QSGModelParticle::setModel(const QVariant &arg)
+{
+ if(arg == m_dataSource)
+ return;
+ m_dataSource = arg;
+ if(qobject_cast<QSGVisualDataModel*>(arg.value<QObject*>())) {
+ if(m_ownModel && m_model)
+ delete m_model;
+ m_model = qobject_cast<QSGVisualDataModel*>(arg.value<QObject*>());
+ m_ownModel = false;
+ }else{
+ if(!m_model || !m_ownModel)
+ m_model = new QSGVisualDataModel(qmlContext(this));
+ m_model->setModel(m_dataSource);
+ m_ownModel = true;
+ }
+ if(m_comp)
+ m_model->setDelegate(m_comp);
+ emit modelChanged();
+ emit modelCountChanged();
+ connect(m_model, SIGNAL(countChanged()),
+ this, SIGNAL(modelCountChanged()));
+ connect(m_model, SIGNAL(countChanged()),
+ this, SLOT(updateCount()));
+ updateCount();
+}
+
+void QSGModelParticle::updateCount()
+{
+ int newCount = 0;
+ if(m_model)
+ newCount = m_model->count();
+ if(newCount < 0)
+ return;//WTF?
+ if(m_modelCount == 0 || newCount == 0){
+ m_available.clear();
+ for(int i=0; i<newCount; i++)
+ m_available << i;
+ }else if(newCount < m_modelCount){
+ for(int i=newCount; i<m_modelCount; i++) //existing ones must leave normally, but aren't readded
+ m_available.removeAll(i);
+ }else if(newCount > m_modelCount){
+ for(int i=m_modelCount; i<newCount; i++)
+ m_available << i;
+ }
+ m_modelCount = newCount;
+}
+
+QDeclarativeComponent *QSGModelParticle::delegate() const
+{
+ if(m_model)
+ return m_model->delegate();
+ return 0;
+}
+
+void QSGModelParticle::setDelegate(QDeclarativeComponent *comp)
+{
+ if (QSGVisualDataModel *dataModel = qobject_cast<QSGVisualDataModel*>(m_model))
+ if (comp == dataModel->delegate())
+ return;
+ m_comp = comp;
+ if(m_model)
+ m_model->setDelegate(comp);
+ emit delegateChanged();
+}
+
+int QSGModelParticle::modelCount() const
+{
+ if(m_model)
+ const_cast<QSGModelParticle*>(this)->updateCount();//TODO: Investigate why this doesn't get called properly
+ return m_modelCount;
+}
+
+
+void QSGModelParticle::freeze(QSGItem* item)
+{
+ m_stasis << item;
+}
+
+
+void QSGModelParticle::unfreeze(QSGItem* item)
+{
+ m_stasis.remove(item);
+}
+
+void QSGModelParticle::load(QSGParticleData* d)
+{
+ if(!m_model || !m_model->count())
+ return;
+ int pos = particleTypeIndex(d);
+ if(m_available.isEmpty())
+ return;
+ if(m_items[pos]){
+ if(m_stasis.contains(m_items[pos]))
+ qWarning() << "Current model particles prefers overwrite:false";
+ //remove old item from the particle that is dying to make room for this one
+ m_deletables << m_items[pos];
+ m_available << m_idx[pos];
+ m_idx[pos] = -1;
+ m_items[pos] = 0;
+ m_data[pos] = 0;
+ m_activeCount--;
+ }
+ m_requests << pos;
+ m_data[pos] = d;
+ m_activeCount++;
+}
+
+void QSGModelParticle::processPending()
+{//can't create/delete arbitrary items in the render thread
+ foreach(QSGItem* item, m_deletables){
+ item->setOpacity(0.);
+ m_model->release(item);
+ }
+ m_deletables.clear();
+
+ foreach(int pos, m_requests){
+ if(!m_available.isEmpty()){
+ m_items[pos] = m_model->item(m_available.first());
+ m_idx[pos] = m_available.first();
+ m_available.pop_front();
+ QSGModelParticleAttached* mpa = qobject_cast<QSGModelParticleAttached*>(qmlAttachedPropertiesObject<QSGModelParticle>(m_items[pos]));
+ if(mpa){
+ mpa->m_mp = this;
+ mpa->attach();
+ }
+ m_items[pos]->setParentItem(this);
+ }
+ }
+ m_requests.clear();
+}
+
+void QSGModelParticle::reload(QSGParticleData* d)
+{
+ //No-op unless we start copying the data.
+}
+
+void QSGModelParticle::setCount(int c)
+{
+ QSGParticlePainter::setCount(c);//###Do we need our own?
+ m_particleCount = c;
+ reset();
+}
+
+int QSGModelParticle::count()
+{
+ return m_particleCount;
+}
+
+void QSGModelParticle::reset()
+{
+ QSGParticlePainter::reset();
+ //TODO: Cleanup items?
+ m_items.resize(m_particleCount);
+ m_data.resize(m_particleCount);
+ m_idx.resize(m_particleCount);
+ m_items.fill(0);
+ m_data.fill(0);
+ m_idx.fill(-1);
+ //m_available.clear();//Should this be reset too?
+ //m_pendingItems.clear();//TODO: Should this be done? If so, Emit signal?
+}
+
+
+QSGNode* QSGModelParticle::updatePaintNode(QSGNode* n, UpdatePaintNodeData* d)
+{
+ //Dummy update just to get painting tick
+ if(m_pleaseReset){
+ m_pleaseReset = false;
+ reset();
+ }
+ prepareNextFrame();
+
+ update();//Get called again
+ if(n)
+ n->markDirty(QSGNode::DirtyMaterial);
+ return QSGItem::updatePaintNode(n,d);
+}
+
+void QSGModelParticle::prepareNextFrame()
+{
+ qint64 timeStamp = m_system->systemSync(this);
+ qreal curT = timeStamp/1000.0;
+ qreal dt = curT - m_lastT;
+ m_lastT = curT;
+ if(!m_activeCount)
+ return;
+
+ //TODO: Size, better fade?
+ for(int i=0; i<m_particleCount; i++){
+ QSGItem* item = m_items[i];
+ QSGParticleData* data = m_data[i];
+ if(!item || !data)
+ continue;
+ qreal t = ((timeStamp/1000.0) - data->pv.t) / data->pv.lifeSpan;
+ if(m_stasis.contains(item)) {
+ m_data[i]->pv.t += dt;//Stasis effect
+ continue;
+ }
+ if(t >= 1.0){//Usually happens from load
+ m_available << m_idx[i];
+ m_deletables << item;
+ m_idx[i] = -1;
+ m_items[i] = 0;
+ m_data[i] = 0;
+ m_activeCount--;
+ }else{//Fade
+ if(m_fade){
+ qreal o = 1.;
+ if(t<0.2)
+ o = t*5;
+ if(t>0.8)
+ o = (1-t)*5;
+ item->setOpacity(o);
+ }else{
+ item->setOpacity(1.);//###Without fade, it's just a binary toggle - if we turn it off we have to turn it back on
+ }
+ }
+ item->setX(data->curX() - item->width()/2);
+ item->setY(data->curY() - item->height()/2);
+ }
+}
+
+QSGModelParticleAttached *QSGModelParticle::qmlAttachedProperties(QObject *object)
+{
+ return new QSGModelParticleAttached(object);
+}
+
+QT_END_NAMESPACE