diff options
Diffstat (limited to 'src/quick/items/qquickspriteengine.cpp')
-rw-r--r-- | src/quick/items/qquickspriteengine.cpp | 247 |
1 files changed, 178 insertions, 69 deletions
diff --git a/src/quick/items/qquickspriteengine.cpp b/src/quick/items/qquickspriteengine.cpp index 43223f8fe6..38be93f1ce 100644 --- a/src/quick/items/qquickspriteengine.cpp +++ b/src/quick/items/qquickspriteengine.cpp @@ -2,7 +2,7 @@ ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. -** Contact: Nokia Corporation (qt-info@nokia.com) +** Contact: http://www.qt-project.org/ ** ** This file is part of the Declarative module of the Qt Toolkit. ** @@ -48,25 +48,50 @@ QT_BEGIN_NAMESPACE +/* + \internal Stochastic/Sprite engine implementation docs + + Nomenclature: 'thing' refers to an instance of a running sprite or state. It could be renamed. + States and Transitions are referred to in the state machine sense here, NOT in the QML sense. + + The Stochastic State engine takes states with stochastic state transitions defined and transitions them. + When a state is started, it's added to a list of pending updates sorted by their time they want to update. + An external driver calls the update function with an elapsed time, which becomes the new time offset. + The pending update stack is popped until all entries are past the current time, which simulates all intervening time. + + The Sprite Engine subclass has two major differences. Firstly all states are sprites (and there's a new vector with them + cast to sprite). Secondly, it chops up images and states to fit a texture friendly format. + Before the Sprite Engine starts running, its user requests a texture assembled from all the sprite images. This + texture is made by pasting the sprites into one image, with one sprite animation per row (in the future it is planned to have + arbitrary X/Y start ends, but they will still be assembled and recorded here and still have to be contiguous lines). + This cut-up allows the users to calcuate frame positions with a texture percentage width and elapsed time. + It also means that large sprites cover multiple lines to fit inside the texture memory limit (which is a square). + + Large sprites covering multiple lines breaks this simple interface for the users, so each line is treated as a pseudostate + and it's mostly hidden from the spriteengine users (except that they'll get advanced signals where the state is the same + but the visual parameters changed). These are not real states because that would get very complex with bindings. Instead, + when sprite attributes are requested from a sprite that has multiple pseudostates, it returns the values for the psuedostate + it is in. State advancement is intercepted and hollow for pseudostates, except the last one. The last one transitions as the + state normally does. +*/ + /* TODO: make sharable? solve the state data initialization/transfer issue so as to not need to make friends */ QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) : - QObject(parent), m_timeOffset(0) + QObject(parent), m_timeOffset(0), m_addAdvance(false) { //Default size 1 setCount(1); - m_advanceTime.start(); } QQuickStochasticEngine::QQuickStochasticEngine(QList<QQuickStochasticState*> states, QObject *parent) : - QObject(parent), m_states(states), m_timeOffset(0) + QObject(parent), m_states(states), m_timeOffset(0), m_addAdvance(false) { //Default size 1 setCount(1); - m_advanceTime.start(); } QQuickStochasticEngine::~QQuickStochasticEngine() @@ -102,24 +127,39 @@ int QQuickSpriteEngine::maxFrames() TODO: All these calculations should be pre-calculated and cached during initialization for a significant performance boost TODO: Above idea needs to have the varying duration offset added to it */ +//TODO: Should these be adding advanceTime as well? +/* + To get these working with duration=-1, m_startTimes will be messed with should duration=-1 + m_startTimes will be set in advance/restart to 0->(m_framesPerRow-1) and can be used directly as extra. + This makes it 'frame' instead, but is more memory efficient than two arrays and less hideous than a vector of unions. +*/ int QQuickSpriteEngine::spriteState(int sprite) { int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) return state; - int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; - int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + } return state + extra; } int QQuickSpriteEngine::spriteStart(int sprite) { + if (!m_duration[sprite]) + return m_timeOffset; int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) return m_startTimes[sprite]; int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; - return state + extra*rowDuration; + return m_startTimes[sprite] + extra*rowDuration; } int QQuickSpriteEngine::spriteFrames(int sprite) @@ -127,19 +167,28 @@ int QQuickSpriteEngine::spriteFrames(int sprite) int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) return m_sprites[state]->frames(); - int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; - int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + } if (extra == m_sprites[state]->m_generatedCount - 1)//last state return m_sprites[state]->frames() % m_sprites[state]->m_framesPerRow; else return m_sprites[state]->m_framesPerRow; } -int QQuickSpriteEngine::spriteDuration(int sprite) +int QQuickSpriteEngine::spriteDuration(int sprite)//Full duration, not per frame { + if (!m_duration[sprite]) + return m_duration[sprite]; int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) - return m_duration[sprite]; + return m_duration[sprite] * m_sprites[state]->frames(); int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; if (extra == m_sprites[state]->m_generatedCount - 1)//last state @@ -153,8 +202,15 @@ int QQuickSpriteEngine::spriteY(int sprite) int state = m_things[sprite]; if (!m_sprites[state]->m_generatedCount) return m_sprites[state]->m_rowY; - int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; - int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + int extra; + if (m_sprites[state]->duration() < 0) { + extra = m_startTimes[sprite]; + } else { + if (!m_duration[sprite]) + return state; + int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow; + extra = (m_timeOffset - m_startTimes[sprite])/rowDuration; + } return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra; } @@ -205,6 +261,7 @@ QImage QQuickSpriteEngine::assembledImage() int maxSize = 0; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); + //qDebug() << "MAX TEXTURE SIZE" << maxSize; foreach (QQuickStochasticState* s, m_states){ QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s); if (sprite) @@ -235,8 +292,11 @@ QImage QQuickSpriteEngine::assembledImage() static int divRoundUp(int a, int b){return (a+b-1)/b;} }; int rowsNeeded = helper::divRoundUp(state->frames(), (maxSize / state->frameWidth())); - if (rowsNeeded * state->frameHeight() > maxSize){ - qWarning() << "SpriteEngine: Animation too large to fit in one texture..." << state->source().toLocalFile(); + if (h + rowsNeeded * state->frameHeight() > maxSize){ + if (rowsNeeded * state->frameHeight() > maxSize) + qWarning() << "SpriteEngine: Animation too large to fit in one texture:" << state->source().toLocalFile(); + else + qWarning() << "SpriteEngine: Animations too large to fit in one texture, pushed over the edge by:" << state->source().toLocalFile(); qWarning() << "SpriteEngine: Your texture max size today is " << maxSize; } state->m_generatedCount = rowsNeeded; @@ -273,7 +333,6 @@ QImage QQuickSpriteEngine::assembledImage() while (framesLeft > 0){ if (image.width() - x + curX <= img.width()){//finish a row in image (dest) int copied = image.width() - x; - Q_ASSERT(!(copied % frameWidth));//XXX: Just checking framesLeft -= copied/frameWidth; p.drawImage(x,y,img.copy(curX,curY,copied,frameHeight)); y += frameHeight; @@ -285,7 +344,6 @@ QImage QQuickSpriteEngine::assembledImage() } }else{//finish a row in img (src) int copied = img.width() - curX; - Q_ASSERT(!(copied % frameWidth));//XXX: Just checking framesLeft -= copied/frameWidth; p.drawImage(x,y,img.copy(curX,curY,copied,frameHeight)); curY += frameHeight; @@ -306,6 +364,7 @@ QImage QQuickSpriteEngine::assembledImage() return image; } +//TODO: Add a reset() function, for completeness in the case of a SpriteEngine being restarted from 0 void QQuickStochasticEngine::setCount(int c) { m_things.resize(c); @@ -335,71 +394,121 @@ void QQuickStochasticEngine::stop(int index) void QQuickStochasticEngine::restart(int index) { - m_startTimes[index] = m_timeOffset + m_advanceTime.elapsed(); + m_startTimes[index] = m_timeOffset; + if (m_addAdvance) + m_startTimes[index] += m_advanceTime.elapsed(); int time = m_duration[index] * m_states[m_things[index]]->frames() + m_startTimes[index]; for (int i=0; i<m_stateUpdates.count(); i++) m_stateUpdates[i].second.removeAll(index); - addToUpdateList(time, index); + if (m_duration[index] >= 0) + addToUpdateList(time, index); } -uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals? +void QQuickSpriteEngine::restart(int index) //Reimplemented to recognize and handle pseudostates { - //Sprite State Update; - QSet<int> changedIndexes; - while (!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){ - foreach (int idx, m_stateUpdates.first().second){ - if (idx >= m_things.count()) - continue;//TODO: Proper fix(because this does happen and I'm just ignoring it) - int stateIdx = m_things[idx]; - int nextIdx = -1; - int goalPath = goalSeek(stateIdx, idx); - if (goalPath == -1){//Random - qreal r =(qreal) qrand() / (qreal) RAND_MAX; - qreal total = 0.0; - for (QVariantMap::const_iterator iter=m_states[stateIdx]->m_to.constBegin(); - iter!=m_states[stateIdx]->m_to.constEnd(); iter++) - total += (*iter).toReal(); - r*=total; - for (QVariantMap::const_iterator iter= m_states[stateIdx]->m_to.constBegin(); - iter!=m_states[stateIdx]->m_to.constEnd(); iter++){ - if (r < (*iter).toReal()){ - bool superBreak = false; - for (int i=0; i<m_states.count(); i++){ - if (m_states[i]->name() == iter.key()){ - nextIdx = i; - superBreak = true; - break; - } - } - if (superBreak) - break; + if (m_sprites[m_things[index]]->duration() < 0) {//Manually advanced + m_startTimes[index] = 0; + } else { + m_startTimes[index] = m_timeOffset; + if (m_addAdvance) + m_startTimes[index] += m_advanceTime.elapsed(); + int time = spriteDuration(index) + m_startTimes[index]; + for (int i=0; i<m_stateUpdates.count(); i++) + m_stateUpdates[i].second.removeAll(index); + addToUpdateList(time, index); + } +} + +void QQuickStochasticEngine::advance(int idx) +{ + if (idx >= m_things.count()) + return;//TODO: Proper fix(because this has happened and I just ignored it) + int nextIdx = nextState(m_things[idx],idx); + m_things[idx] = nextIdx; + m_duration[idx] = m_states[nextIdx]->variedDuration(); + restart(idx); + emit m_states[nextIdx]->entered(); + emit stateChanged(idx); +} + +void QQuickSpriteEngine::advance(int idx) //Reimplemented to recognize and handle pseudostates +{ + if (idx >= m_things.count()) + return;//TODO: Proper fix(because this has happened and I just ignored it) + if (m_duration[idx] == 0) { + if (m_sprites[m_things[idx]]->duration() < 0) { + //Manually called, advance inner substate count + m_startTimes[idx]++; + if (m_startTimes[idx] < m_sprites[m_things[idx]]->m_generatedCount) { + //only a pseudostate ended + emit stateChanged(idx); + return; + } + } + //just go past the pseudostate logic + } else if (m_startTimes[idx] + m_duration[idx] * m_states[m_things[idx]]->frames() + > m_timeOffset + (m_addAdvance ? m_advanceTime.elapsed() : 0)) { + //only a pseduostate ended + emit stateChanged(idx); + addToUpdateList(m_timeOffset + spriteDuration(idx), idx); + return; + } + int nextIdx = nextState(m_things[idx],idx); + m_things[idx] = nextIdx; + m_duration[idx] = m_states[nextIdx]->variedDuration(); + restart(idx); + emit m_states[nextIdx]->entered(); + emit stateChanged(idx); +} + +int QQuickStochasticEngine::nextState(int curState, int curThing) +{ + int nextIdx = -1; + int goalPath = goalSeek(curState, curThing); + if (goalPath == -1){//Random + qreal r =(qreal) qrand() / (qreal) RAND_MAX; + qreal total = 0.0; + for (QVariantMap::const_iterator iter=m_states[curState]->m_to.constBegin(); + iter!=m_states[curState]->m_to.constEnd(); iter++) + total += (*iter).toReal(); + r*=total; + for (QVariantMap::const_iterator iter= m_states[curState]->m_to.constBegin(); + iter!=m_states[curState]->m_to.constEnd(); iter++){ + if (r < (*iter).toReal()){ + bool superBreak = false; + for (int i=0; i<m_states.count(); i++){ + if (m_states[i]->name() == iter.key()){ + nextIdx = i; + superBreak = true; + break; } - r -= (*iter).toReal(); } - }else{//Random out of shortest paths to goal - nextIdx = goalPath; + if (superBreak) + break; } - if (nextIdx == -1)//No to states means stay here - nextIdx = stateIdx; - - m_things[idx] = nextIdx; - m_duration[idx] = m_states[nextIdx]->variedDuration(); - m_startTimes[idx] = time; - if (nextIdx != stateIdx){ - changedIndexes << idx; - emit m_states[nextIdx]->entered(); - } - addToUpdateList((m_duration[idx] * m_states[nextIdx]->frames()) + time, idx); + r -= (*iter).toReal(); } - m_stateUpdates.pop_front(); + }else{//Random out of shortest paths to goal + nextIdx = goalPath; } + if (nextIdx == -1)//No 'to' states means stay here + nextIdx = curState; + return nextIdx; +} +uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals? +{ + //Sprite State Update; m_timeOffset = time; - m_advanceTime.start(); - //TODO: emit this when a psuedostate changes too - foreach (int idx, changedIndexes){//Batched so that update list doesn't change midway - emit stateChanged(idx); + m_addAdvance = false; + while (!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){ + foreach (int idx, m_stateUpdates.first().second) + advance(idx); + m_stateUpdates.pop_front(); } + + m_advanceTime.start(); + m_addAdvance = true; if (m_stateUpdates.isEmpty()) return -1; return m_stateUpdates.first().first; |