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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 stateIndex(SpriteState* s){return m_states.indexOf(s);}
+ SpriteState* state(int idx){return m_states[idx];}
+ int stateCount() {return m_states.count();}
+ int maxFrames();
+
+ void setGoal(int state, int sprite=0, bool jump=false);
+ QImage assembledImage();
+
+ void startSprite(int index=0);
+
+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;
+};
+
+//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