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-rw-r--r--src/declarative/particles/qsgparticlesystem_p.h13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/declarative/particles/qsgparticlesystem_p.h b/src/declarative/particles/qsgparticlesystem_p.h
index e88aa491c3..0729727e43 100644
--- a/src/declarative/particles/qsgparticlesystem_p.h
+++ b/src/declarative/particles/qsgparticlesystem_p.h
@@ -284,7 +284,7 @@ private slots:
public:
//These can be called multiple times per frame, performance critical
void emitParticle(QSGParticleData* p);
- QSGParticleData* newDatum(int groupId, bool respectLimits = true, int sysIdx = -1);//TODO: implement respectLimits in emitters (which means interacting with maxCount?)
+ QSGParticleData* newDatum(int groupId, bool respectLimits = true, int sysIdx = -1);
void finishNewDatum(QSGParticleData*);
void moveGroups(QSGParticleData *d, int newGIdx);
int nextSystemIndex();
@@ -292,13 +292,18 @@ public:
//This one only once per painter per frame
int systemSync(QSGParticlePainter* p);
- //Data members here for ease of related class and auto-test usage. Not "public" API.
+ //Data members here for ease of related class and auto-test usage. Not "public" API. TODO: d_ptrize
QSet<QSGParticleData*> needsReset;
QVector<QSGParticleData*> bySysIdx; //Another reference to the data (data owned by group), but by sysIdx
QHash<QString, int> groupIds;
QHash<int, QSGParticleGroupData*> groupData;
QSGStochasticEngine* stateEngine;
+ //Also only here for auto-test usage
+ void updateCurrentTime( int currentTime );
+ QSGParticleSystemAnimation* m_animation;
+ bool m_running;
+
int timeInt;
bool initialized;
int particleCount;
@@ -323,7 +328,6 @@ public:
private:
void initializeSystem();
void initGroups();
- bool m_running;
QList<QPointer<QSGParticleEmitter> > m_emitters;
QList<QPointer<QSGParticleAffector> > m_affectors;
QList<QPointer<QSGParticlePainter> > m_painters;
@@ -336,9 +340,6 @@ private:
QSignalMapper m_painterMapper;
QSignalMapper m_emitterMapper;
- friend class QSGParticleSystemAnimation;
- void updateCurrentTime( int currentTime );
- QSGParticleSystemAnimation* m_animation;
bool m_paused;
bool m_debugMode;
bool m_allDead;