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-rw-r--r--src/declarative/particles/qsgparticlesystem.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/declarative/particles/qsgparticlesystem.cpp b/src/declarative/particles/qsgparticlesystem.cpp
index 15a0119ac5..98c685f4b2 100644
--- a/src/declarative/particles/qsgparticlesystem.cpp
+++ b/src/declarative/particles/qsgparticlesystem.cpp
@@ -52,6 +52,37 @@
#include <QDebug>
QT_BEGIN_NAMESPACE
+/*!
+ \qmlclass ParticleSystem QSGParticleSystem
+ \inqmlmodule QtQuick.Particles 2
+ \since QtQuick.Particles 2.0
+ \brief The ParticleSystem brings together ParticlePainter, Emitter and Affector elements.
+
+*/
+
+/*!
+ \qmlproperty bool QtQuick.Particles2::ParticleSystem::running
+
+ If running is set to false, the particle system will not advance the simulation.
+*/
+/*!
+ \qmlproperty int QtQuick.Particles2::ParticleSystem::startTime
+
+ If start time is specified, then the system will simulate up to this time
+ before the system starts playing. This allows you to appear to start with a
+ fully populated particle system, instead of starting with no particles visible.
+*/
+/*!
+ \qmlproperty list<Sprite> QtQuick.Particles2::ParticleSystem::particleStates
+
+ You can define a sub-set of particle groups in this property in order to provide them
+ with stochastic state transitions.
+
+ Each QtQuick2::Sprite in this list is interpreted as corresponding to the particle group
+ with ths same name. Any transitions defined in these sprites will take effect on the particle
+ groups as well. Additionally FollowEmitters, Affectors and ParticlePainters definined
+ inside one of these sprites are automatically associated with the corresponding particle group.
+*/
const qreal EPSILON = 0.001;
//Utility functions for when within 1ms is close enough