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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 SPRITEENGINE_H
-#define SPRITEENGINE_H
-
-#include <QObject>
-#include <QVector>
-#include <QTimer>
-#include <QTime>
-#include <QList>
-#include <QDeclarativeListProperty>
-#include <QImage>
-#include <QPair>
-
-QT_BEGIN_HEADER
-
-QT_BEGIN_NAMESPACE
-
-QT_MODULE(Declarative)
-
-class SpriteState;
-
-class SpriteEngine : public QObject
-{
- Q_OBJECT
- //TODO: Optimize single sprite case
- Q_PROPERTY(QDeclarativeListProperty<SpriteState> sprites READ sprites)
- Q_PROPERTY(QString globalGoal READ globalGoal WRITE setGlobalGoal NOTIFY globalGoalChanged)
-public:
- explicit SpriteEngine(QObject *parent = 0);
- SpriteEngine(QList<SpriteState*> sprites, QObject *parent=0);
- ~SpriteEngine();
-
- QDeclarativeListProperty<SpriteState> sprites()
- {
- return QDeclarativeListProperty<SpriteState>(this, m_states);
- }
- QString globalGoal() const
- {
- return m_globalGoal;
- }
-
- int count() const {return m_sprites.count();}
- void setCount(int c);
-
- int spriteState(int sprite=0);// {return m_sprites[sprite];}
- int spriteStart(int sprite=0);// {return m_startTimes[sprite];}
- int spriteFrames(int sprite=0);
- int spriteDuration(int sprite=0);
- int spriteCount();//Like state count, but for the image states
- int maxFrames();
-
- void setGoal(int state, int sprite=0, bool jump=false);
- QImage assembledImage();
-
- void startSprite(int index=0);
-
-private://Nothing outside should use this?
- friend class SpriteGoalAffector;//XXX: Fix interface
- int stateCount() {return m_states.count();}
- int stateIndex(SpriteState* s){return m_states.indexOf(s);}//TODO: Does this need to be hidden?
- SpriteState* state(int idx){return m_states[idx];}//Used by spritegoal affector
-signals:
-
- void globalGoalChanged(QString arg);
-
-public slots:
- void setGlobalGoal(QString arg)
- {
- if (m_globalGoal != arg) {
- m_globalGoal = arg;
- emit globalGoalChanged(arg);
- }
- }
-
- uint updateSprites(uint time);
-
-private:
- void restartSprite(int sprite);
- void addToUpdateList(uint t, int idx);
- int goalSeek(int curState, int spriteIdx, int dist=-1);
- QList<SpriteState*> m_states;
- QVector<int> m_sprites;//int is the index in m_states of the current state
- QVector<int> m_goals;
- QVector<int> m_startTimes;
- QList<QPair<uint, QList<int> > > m_stateUpdates;//### This could be done faster
-
- QTime m_advanceTime;
- uint m_timeOffset;
- QString m_globalGoal;
- int m_maxFrames;
- int m_imageStateCount;
-};
-
-//Common use is to have your own list property which is transparently an engine
-inline void spriteAppend(QDeclarativeListProperty<SpriteState> *p, SpriteState* s)
-{
- reinterpret_cast<QList<SpriteState *> *>(p->data)->append(s);
- p->object->metaObject()->invokeMethod(p->object, "createEngine");
-}
-
-inline SpriteState* spriteAt(QDeclarativeListProperty<SpriteState> *p, int idx)
-{
- return reinterpret_cast<QList<SpriteState *> *>(p->data)->at(idx);
-}
-
-inline void spriteClear(QDeclarativeListProperty<SpriteState> *p)
-{
- reinterpret_cast<QList<SpriteState *> *>(p->data)->clear();
- p->object->metaObject()->invokeMethod(p->object, "createEngine");
-}
-
-inline int spriteCount(QDeclarativeListProperty<SpriteState> *p)
-{
- return reinterpret_cast<QList<SpriteState *> *>(p->data)->count();
-}
-
-QT_END_NAMESPACE
-
-QT_END_HEADER
-
-#endif // SPRITEENGINE_H