diff options
Diffstat (limited to 'src/quick/items/qquickspriteengine.cpp')
-rw-r--r-- | src/quick/items/qquickspriteengine.cpp | 501 |
1 files changed, 501 insertions, 0 deletions
diff --git a/src/quick/items/qquickspriteengine.cpp b/src/quick/items/qquickspriteengine.cpp new file mode 100644 index 0000000000..c25ccf3487 --- /dev/null +++ b/src/quick/items/qquickspriteengine.cpp @@ -0,0 +1,501 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** GNU Lesser General Public License Usage +** 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. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU General +** Public License version 3.0 as published by the Free Software Foundation +** and appearing in the file LICENSE.GPL included in the packaging of this +** file. Please review the following information to ensure the GNU General +** Public License version 3.0 requirements will be met: +** http://www.gnu.org/copyleft/gpl.html. +** +** Other Usage +** Alternatively, this file may be used in accordance with the terms and +** conditions contained in a signed written agreement between you and Nokia. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qquickspriteengine_p.h" +#include "qquicksprite_p.h" +#include <QDebug> +#include <QPainter> +#include <QSet> +#include <QtGui> + +QT_BEGIN_NAMESPACE + +/* 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) +{ + //Default size 1 + setCount(1); + m_advanceTime.start(); +} + +QQuickStochasticEngine::QQuickStochasticEngine(QList<QQuickStochasticState*> states, QObject *parent) : + QObject(parent), m_states(states), m_timeOffset(0) +{ + //Default size 1 + setCount(1); + m_advanceTime.start(); +} + +QQuickStochasticEngine::~QQuickStochasticEngine() +{ +} + +QQuickSpriteEngine::QQuickSpriteEngine(QObject *parent) + : QQuickStochasticEngine(parent) +{ +} + +QQuickSpriteEngine::QQuickSpriteEngine(QList<QQuickSprite*> sprites, QObject *parent) + : QQuickStochasticEngine(parent) +{ + foreach (QQuickSprite* sprite, sprites) + m_states << (QQuickStochasticState*)sprite; +} + +QQuickSpriteEngine::~QQuickSpriteEngine() +{ +} + + +int QQuickSpriteEngine::maxFrames() +{ + return m_maxFrames; +} + +/* States too large to fit in one row are split into multiple rows + This is more efficient for the implementation, but should remain an implementation detail (invisible from QML) + Therefore the below functions abstract sprite from the viewpoint of classes that pass the details onto shaders + But States maintain their listed index for internal structures +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 +*/ +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; + return state + extra; +} + +int QQuickSpriteEngine::spriteStart(int sprite) +{ + 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; +} + +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; + 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 state = m_things[sprite]; + if (!m_sprites[state]->m_generatedCount) + return m_duration[sprite]; + 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 + return (m_duration[sprite] * m_sprites[state]->frames()) % rowDuration; + else + return rowDuration; +} + +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; + return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra; +} + +int QQuickSpriteEngine::spriteWidth(int sprite) +{ + int state = m_things[sprite]; + return m_sprites[state]->m_frameWidth; +} + +int QQuickSpriteEngine::spriteHeight(int sprite) +{ + int state = m_things[sprite]; + return m_sprites[state]->m_frameHeight; +} + +int QQuickSpriteEngine::spriteCount()//TODO: Actually image state count, need to rename these things to make sense together +{ + return m_imageStateCount; +} + +void QQuickStochasticEngine::setGoal(int state, int sprite, bool jump) +{ + if (sprite >= m_things.count() || state >= m_states.count() + || sprite < 0 || state < 0) + return; + if (!jump){ + m_goals[sprite] = state; + return; + } + + if (m_things[sprite] == state) + return;//Already there + m_things[sprite] = state; + m_duration[sprite] = m_states[state]->variedDuration(); + m_goals[sprite] = -1; + restart(sprite); + emit stateChanged(sprite); + emit m_states[state]->entered(); + return; +} + +QImage QQuickSpriteEngine::assembledImage() +{ + int h = 0; + int w = 0; + m_maxFrames = 0; + m_imageStateCount = 0; + int maxSize = 0; + + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); + foreach (QQuickStochasticState* s, m_states){ + QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s); + if (sprite) + m_sprites << sprite; + else + qDebug() << "Error: Non-sprite in QQuickSpriteEngine"; + } + + foreach (QQuickSprite* state, m_sprites){ + if (state->frames() > m_maxFrames) + m_maxFrames = state->frames(); + + QImage img(state->source().toLocalFile()); + if (img.isNull()) { + qWarning() << "SpriteEngine: loading image failed..." << state->source().toLocalFile(); + return QImage(); + } + + //Check that the frame sizes are the same within one engine + if (!state->m_frameWidth) + state->m_frameWidth = img.width() / state->frames(); + + if (!state->m_frameHeight) + state->m_frameHeight = img.height(); + + if (state->frames() * state->frameWidth() > maxSize){ + struct helper{ + static int divRoundUp(int a, int b){return (a+b-1)/b;} + }; + int rowsNeeded = helper::divRoundUp(state->frames(), helper::divRoundUp(maxSize, state->frameWidth())); + if (rowsNeeded * state->frameHeight() > maxSize){ + qWarning() << "SpriteEngine: Animation too large to fit in one texture..." << state->source().toLocalFile(); + qWarning() << "SpriteEngine: Your texture max size today is " << maxSize; + } + state->m_generatedCount = rowsNeeded; + h += state->frameHeight() * rowsNeeded; + w = qMax(w, helper::divRoundUp(maxSize, state->frameWidth())); + m_imageStateCount += rowsNeeded; + }else{ + h += state->frameHeight(); + w = qMax(w, state->frameWidth() * state->frames()); + m_imageStateCount++; + } + } + + //maxFrames is max number in a line of the texture + QImage image(w, h, QImage::Format_ARGB32); + image.fill(0); + QPainter p(&image); + int y = 0; + foreach (QQuickSprite* state, m_sprites){ + QImage img(state->source().toLocalFile()); + int frameWidth = state->m_frameWidth; + int frameHeight = state->m_frameHeight; + if (img.height() == frameHeight && img.width() < maxSize){//Simple case + p.drawImage(0,y,img); + state->m_rowY = y; + y += frameHeight; + }else{//Chopping up image case + state->m_framesPerRow = image.width()/frameWidth; + state->m_rowY = y; + int x = 0; + int curX = 0; + int curY = 0; + int framesLeft = state->frames(); + 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; + curX += copied; + x = 0; + if (curX == img.width()){ + curX = 0; + curY += frameHeight; + } + }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; + x += copied; + curX = 0; + } + } + if (x) + y += frameHeight; + } + } + + if (image.height() > maxSize){ + qWarning() << "SpriteEngine: Too many animations to fit in one texture..."; + qWarning() << "SpriteEngine: Your texture max size today is " << maxSize; + return QImage(); + } + return image; +} + +void QQuickStochasticEngine::setCount(int c) +{ + m_things.resize(c); + m_goals.resize(c); + m_duration.resize(c); + m_startTimes.resize(c); +} + +void QQuickStochasticEngine::start(int index, int state) +{ + if (index >= m_things.count()) + return; + m_things[index] = state; + m_duration[index] = m_states[state]->variedDuration(); + m_goals[index] = -1; + restart(index); +} + +void QQuickStochasticEngine::stop(int index) +{ + if (index >= m_things.count()) + return; + //Will never change until start is called again with a new state - this is not a 'pause' + for (int i=0; i<m_stateUpdates.count(); i++) + m_stateUpdates[i].second.removeAll(index); +} + +void QQuickStochasticEngine::restart(int index) +{ + m_startTimes[index] = m_timeOffset + 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); +} + +uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals? +{ + //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; + } + r -= (*iter).toReal(); + } + }else{//Random out of shortest paths to goal + nextIdx = goalPath; + } + 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); + } + m_stateUpdates.pop_front(); + } + + 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); + } + if (m_stateUpdates.isEmpty()) + return -1; + return m_stateUpdates.first().first; +} + +int QQuickStochasticEngine::goalSeek(int curIdx, int spriteIdx, int dist) +{ + QString goalName; + if (m_goals[spriteIdx] != -1) + goalName = m_states[m_goals[spriteIdx]]->name(); + else + goalName = m_globalGoal; + if (goalName.isEmpty()) + return -1; + //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitarily anyways) + // Paraphrased - implement in an *efficient* manner + for (int i=0; i<m_states.count(); i++) + if (m_states[curIdx]->name() == goalName) + return curIdx; + if (dist < 0) + dist = m_states.count(); + QQuickStochasticState* curState = m_states[curIdx]; + for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); + iter!=curState->m_to.constEnd(); iter++){ + if (iter.key() == goalName) + for (int i=0; i<m_states.count(); i++) + if (m_states[i]->name() == goalName) + return i; + } + QSet<int> options; + for (int i=1; i<dist; i++){ + for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); + iter!=curState->m_to.constEnd(); iter++){ + int option = -1; + for (int j=0; j<m_states.count(); j++)//One place that could be a lot more efficient... + if (m_states[j]->name() == iter.key()) + if (goalSeek(j, spriteIdx, i) != -1) + option = j; + if (option != -1) + options << option; + } + if (!options.isEmpty()){ + if (options.count()==1) + return *(options.begin()); + int option = -1; + qreal r =(qreal) qrand() / (qreal) RAND_MAX; + qreal total = 0; + for (QSet<int>::const_iterator iter=options.constBegin(); + iter!=options.constEnd(); iter++) + total += curState->m_to.value(m_states[(*iter)]->name()).toReal(); + r *= total; + for (QVariantMap::const_iterator iter = curState->m_to.constBegin(); + iter!=curState->m_to.constEnd(); iter++){ + bool superContinue = true; + for (int j=0; j<m_states.count(); j++) + if (m_states[j]->name() == iter.key()) + if (options.contains(j)) + superContinue = false; + if (superContinue) + continue; + if (r < (*iter).toReal()){ + bool superBreak = false; + for (int j=0; j<m_states.count(); j++){ + if (m_states[j]->name() == iter.key()){ + option = j; + superBreak = true; + break; + } + } + if (superBreak) + break; + } + r-=(*iter).toReal(); + } + return option; + } + } + return -1; +} + +void QQuickStochasticEngine::addToUpdateList(uint t, int idx) +{ + for (int i=0; i<m_stateUpdates.count(); i++){ + if (m_stateUpdates[i].first==t){ + m_stateUpdates[i].second << idx; + return; + }else if (m_stateUpdates[i].first > t){ + QList<int> tmpList; + tmpList << idx; + m_stateUpdates.insert(i, qMakePair(t, tmpList)); + return; + } + } + QList<int> tmpList; + tmpList << idx; + m_stateUpdates << qMakePair(t, tmpList); +} + +QT_END_NAMESPACE |