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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.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef PARTICLE_H
+#define PARTICLE_H
+
+#include <QObject>
+#include <QDebug>
+#include "qsgparticlesystem_p.h"
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+
+
+class QSGParticlePainter : public QSGItem
+{
+ Q_OBJECT
+ Q_PROPERTY(QSGParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged)
+ Q_PROPERTY(QStringList particles READ particles WRITE setParticles NOTIFY particlesChanged)
+
+public:
+ explicit QSGParticlePainter(QSGItem *parent = 0);
+ //Data Interface to system
+ void load(QSGParticleData*);
+ void reload(QSGParticleData*);
+ void setCount(int c);
+ int count();
+ QSGParticleSystem* system() const
+ {
+ return m_system;
+ }
+
+
+ QStringList particles() const
+ {
+ return m_particles;
+ }
+
+signals:
+ void countChanged();
+ void systemChanged(QSGParticleSystem* arg);
+
+ void particlesChanged(QStringList arg);
+
+public slots:
+void setSystem(QSGParticleSystem* arg);
+
+void setParticles(QStringList arg)
+{
+ if (m_particles != arg) {
+ m_particles = arg;
+ emit particlesChanged(arg);
+ }
+}
+private slots:
+ void calcSystemOffset();
+
+protected:
+ /* Reset resets all your internal data structures. But anything attached to a particle should
+ be in attached data. So reset + reloads should have no visible effect.
+ ###Hunt down all cases where we do a complete reset for convenience and be more targeted
+ */
+ virtual void reset();
+
+ virtual void componentComplete();
+ //Data interface to painters
+ QVector<QSGParticleData*> m_data; //Actually stored in arbitrary order,
+ QVector<QObject*> m_attachedData; //This data will be moved along with m_data in resizes (but you own it)
+ virtual void initialize(int){}
+ virtual void reload(int){}//If you need to do something on size changed, check m_data size in this? Or we reset you every time?
+
+ QSGParticleSystem* m_system;
+ friend class QSGParticleSystem;
+ int m_count;
+ bool m_pleaseReset;
+ QStringList m_particles;
+ QPointF m_systemOffset;
+
+
+private:
+ int m_lastStart;
+ QHash<int, QPair<int, int> > m_particleStarts;
+ int particleTypeIndex(QSGParticleData* d);//Now private
+ void resize(int, int);
+
+ QSGParticleData* m_sentinel;
+ //QVector<QSGParticleData*> m_shadowData;//For when we implement overwrite: false
+ bool m_inResize;
+};
+
+QT_END_NAMESPACE
+QT_END_HEADER
+#endif // PARTICLE_H