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-rw-r--r--src/quick/items/qquickspritesequence.cpp402
1 files changed, 135 insertions, 267 deletions
diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp
index f32e1afd50..25a39f951a 100644
--- a/src/quick/items/qquickspritesequence.cpp
+++ b/src/quick/items/qquickspritesequence.cpp
@@ -38,6 +38,7 @@
****************************************************************************/
#include "qquickspritesequence_p.h"
+#include "qquickspritesequence_p_p.h"
#include "qquicksprite_p.h"
#include "qquickspriteengine_p.h"
#include <QtQuick/private/qsgcontext_p.h>
@@ -54,111 +55,6 @@
QT_BEGIN_NAMESPACE
-class QQuickSpriteSequenceMaterial : public QSGMaterial
-{
-public:
- QQuickSpriteSequenceMaterial();
- ~QQuickSpriteSequenceMaterial();
- QSGMaterialType *type() const Q_DECL_OVERRIDE{ static QSGMaterialType type; return &type; }
- QSGMaterialShader *createShader() const Q_DECL_OVERRIDE;
- int compare(const QSGMaterial *other) const Q_DECL_OVERRIDE
- {
- return this - static_cast<const QQuickSpriteSequenceMaterial *>(other);
- }
-
- QSGTexture *texture;
-
- float animT;
- float animX1;
- float animY1;
- float animX2;
- float animY2;
- float animW;
- float animH;
-};
-
-QQuickSpriteSequenceMaterial::QQuickSpriteSequenceMaterial()
- : texture(0)
- , animT(0.0f)
- , animX1(0.0f)
- , animY1(0.0f)
- , animX2(0.0f)
- , animY2(0.0f)
- , animW(1.0f)
- , animH(1.0f)
-{
- setFlag(Blending, true);
-}
-
-QQuickSpriteSequenceMaterial::~QQuickSpriteSequenceMaterial()
-{
- delete texture;
-}
-
-class SpriteSequenceMaterialData : public QSGMaterialShader
-{
-public:
- SpriteSequenceMaterialData()
- : QSGMaterialShader()
- {
- setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/items/shaders/sprite.vert"));
- setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/items/shaders/sprite.frag"));
- }
-
- void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) Q_DECL_OVERRIDE
- {
- QQuickSpriteSequenceMaterial *m = static_cast<QQuickSpriteSequenceMaterial *>(newEffect);
- m->texture->bind();
-
- program()->setUniformValue(m_opacity_id, state.opacity());
- program()->setUniformValue(m_animData_id, m->animW, m->animH, m->animT);
- program()->setUniformValue(m_animPos_id, m->animX1, m->animY1, m->animX2, m->animY2);
-
- if (state.isMatrixDirty())
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
- }
-
- void initialize() Q_DECL_OVERRIDE {
- m_matrix_id = program()->uniformLocation("qt_Matrix");
- m_opacity_id = program()->uniformLocation("qt_Opacity");
- m_animData_id = program()->uniformLocation("animData");
- m_animPos_id = program()->uniformLocation("animPos");
- }
-
- char const *const *attributeNames() const Q_DECL_OVERRIDE {
- static const char *attr[] = {
- "vPos",
- "vTex",
- 0
- };
- return attr;
- }
-
- int m_matrix_id;
- int m_opacity_id;
- int m_animData_id;
- int m_animPos_id;
-};
-
-QSGMaterialShader *QQuickSpriteSequenceMaterial::createShader() const
-{
- return new SpriteSequenceMaterialData;
-}
-
-struct SpriteVertex {
- float x;
- float y;
- float tx;
- float ty;
-};
-
-struct SpriteVertices {
- SpriteVertex v1;
- SpriteVertex v2;
- SpriteVertex v3;
- SpriteVertex v4;
-};
-
/*!
\qmltype SpriteSequence
\instantiates QQuickSpriteSequence
@@ -218,213 +114,185 @@ struct SpriteVertices {
//TODO: Implicitly size element to size of first sprite?
QQuickSpriteSequence::QQuickSpriteSequence(QQuickItem *parent) :
- QQuickItem(parent)
- , m_node(0)
- , m_material(0)
- , m_spriteEngine(0)
- , m_curFrame(0)
- , m_pleaseReset(false)
- , m_running(true)
- , m_interpolate(true)
- , m_curStateIdx(0)
+ QQuickItem(*(new QQuickSpriteSequencePrivate), parent)
{
setFlag(ItemHasContents);
connect(this, SIGNAL(runningChanged(bool)),
this, SLOT(update()));
- connect(this, SIGNAL(widthChanged()),
- this, SLOT(sizeVertices()));
- connect(this, SIGNAL(heightChanged()),
- this, SLOT(sizeVertices()));
}
void QQuickSpriteSequence::jumpTo(const QString &sprite)
{
- if (!m_spriteEngine)
+ Q_D(QQuickSpriteSequence);
+ if (!d->m_spriteEngine)
return;
- m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite), 0, true);
+ d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(sprite), 0, true);
}
void QQuickSpriteSequence::setGoalSprite(const QString &sprite)
{
- if (m_goalState != sprite){
- m_goalState = sprite;
+ Q_D(QQuickSpriteSequence);
+ if (d->m_goalState != sprite){
+ d->m_goalState = sprite;
emit goalSpriteChanged(sprite);
- if (m_spriteEngine)
- m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite));
+ if (d->m_spriteEngine)
+ d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(sprite));
}
}
-QQmlListProperty<QQuickSprite> QQuickSpriteSequence::sprites()
+void QQuickSpriteSequence::setRunning(bool arg)
{
- return QQmlListProperty<QQuickSprite>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
+ Q_D(QQuickSpriteSequence);
+ if (d->m_running != arg) {
+ d->m_running = arg;
+ Q_EMIT runningChanged(arg);
+ }
}
-void QQuickSpriteSequence::createEngine()
+void QQuickSpriteSequence::setInterpolate(bool arg)
{
- //TODO: delay until component complete
- if (m_spriteEngine)
- delete m_spriteEngine;
- if (m_sprites.count()) {
- m_spriteEngine = new QQuickSpriteEngine(m_sprites, this);
- if (!m_goalState.isEmpty())
- m_spriteEngine->setGoal(m_spriteEngine->stateIndex(m_goalState));
- } else {
- m_spriteEngine = 0;
+ Q_D(QQuickSpriteSequence);
+ if (d->m_interpolate != arg) {
+ d->m_interpolate = arg;
+ Q_EMIT interpolateChanged(arg);
}
- reset();
}
-static QSGGeometry::Attribute SpriteSequence_Attributes[] = {
- QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // pos
- QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // tex
-};
-
-static QSGGeometry::AttributeSet SpriteSequence_AttributeSet =
+QQmlListProperty<QQuickSprite> QQuickSpriteSequence::sprites()
{
- 2, // Attribute Count
- (2+2) * sizeof(float),
- SpriteSequence_Attributes
-};
+ Q_D(QQuickSpriteSequence);
+ return QQmlListProperty<QQuickSprite>(this, &d->m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
+}
-void QQuickSpriteSequence::sizeVertices()
+bool QQuickSpriteSequence::running() const
{
- if (!m_node)
- return;
+ Q_D(const QQuickSpriteSequence);
+ return d->m_running;
+}
- SpriteVertices *p = (SpriteVertices *) m_node->geometry()->vertexData();
- p->v1.x = 0;
- p->v1.y = 0;
+bool QQuickSpriteSequence::interpolate() const
+{
+ Q_D(const QQuickSpriteSequence);
+ return d->m_interpolate;
+}
- p->v2.x = width();
- p->v2.y = 0;
+QString QQuickSpriteSequence::goalSprite() const
+{
+ Q_D(const QQuickSpriteSequence);
+ return d->m_goalState;
+}
- p->v3.x = 0;
- p->v3.y = height();
+QString QQuickSpriteSequence::currentSprite() const
+{
+ Q_D(const QQuickSpriteSequence);
+ return d->m_curState;
+}
- p->v4.x = width();
- p->v4.y = height();
+void QQuickSpriteSequence::createEngine()
+{
+ Q_D(QQuickSpriteSequence);
+ //TODO: delay until component complete
+ if (d->m_spriteEngine)
+ delete d->m_spriteEngine;
+ if (d->m_sprites.count()) {
+ d->m_spriteEngine = new QQuickSpriteEngine(d->m_sprites, this);
+ if (!d->m_goalState.isEmpty())
+ d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(d->m_goalState));
+ } else {
+ d->m_spriteEngine = 0;
+ }
+ reset();
}
-QSGGeometryNode* QQuickSpriteSequence::buildNode()
+QSGSpriteNode *QQuickSpriteSequence::initNode()
{
- if (!m_spriteEngine) {
+ Q_D(QQuickSpriteSequence);
+
+ if (!d->m_spriteEngine) {
qmlInfo(this) << "No sprite engine...";
- return 0;
- } else if (m_spriteEngine->status() == QQuickPixmap::Null) {
- m_spriteEngine->startAssemblingImage();
+ return nullptr;
+ } else if (d->m_spriteEngine->status() == QQuickPixmap::Null) {
+ d->m_spriteEngine->startAssemblingImage();
update();//Schedule another update, where we will check again
- return 0;
- } else if (m_spriteEngine->status() == QQuickPixmap::Loading) {
+ return nullptr;
+ } else if (d->m_spriteEngine->status() == QQuickPixmap::Loading) {
update();//Schedule another update, where we will check again
- return 0;
+ return nullptr;
}
- m_material = new QQuickSpriteSequenceMaterial();
-
- QImage image = m_spriteEngine->assembledImage();
+ QImage image = d->m_spriteEngine->assembledImage(d->sceneGraphRenderContext()->maxTextureSize());
if (image.isNull())
- return 0;
- m_sheetSize = QSizeF(image.size());
- m_material->texture = window()->createTextureFromImage(image);
- m_material->texture->setFiltering(QSGTexture::Linear);
- m_spriteEngine->start(0);
- m_material->animT = 0;
- m_material->animX1 = m_spriteEngine->spriteX() / m_sheetSize.width();
- m_material->animY1 = m_spriteEngine->spriteY() / m_sheetSize.height();
- m_material->animX2 = m_material->animX1;
- m_material->animY2 = m_material->animY1;
- m_material->animW = m_spriteEngine->spriteWidth() / m_sheetSize.width();
- m_material->animH = m_spriteEngine->spriteHeight() / m_sheetSize.height();
- m_curState = m_spriteEngine->state(m_spriteEngine->curState())->name();
- emit currentSpriteChanged(m_curState);
-
- int vCount = 4;
- int iCount = 6;
- QSGGeometry *g = new QSGGeometry(SpriteSequence_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
-
- SpriteVertices *p = (SpriteVertices *) g->vertexData();
- QRectF texRect = m_material->texture->normalizedTextureSubRect();
-
- p->v1.tx = texRect.topLeft().x();
- p->v1.ty = texRect.topLeft().y();
-
- p->v2.tx = texRect.topRight().x();
- p->v2.ty = texRect.topRight().y();
-
- p->v3.tx = texRect.bottomLeft().x();
- p->v3.ty = texRect.bottomLeft().y();
-
- p->v4.tx = texRect.bottomRight().x();
- p->v4.ty = texRect.bottomRight().y();
-
- quint16 *indices = g->indexDataAsUShort();
- indices[0] = 0;
- indices[1] = 1;
- indices[2] = 2;
- indices[3] = 1;
- indices[4] = 3;
- indices[5] = 2;
-
-
- m_timestamp.start();
- m_node = new QSGGeometryNode();
- m_node->setGeometry(g);
- m_node->setMaterial(m_material);
- m_node->setFlag(QSGGeometryNode::OwnsMaterial);
- sizeVertices();
- return m_node;
+ return nullptr;
+
+ QSGSpriteNode *node = d->sceneGraphContext()->createSpriteNode();
+
+ d->m_sheetSize = QSize(image.size());
+ node->setTexture(window()->createTextureFromImage(image));
+ d->m_spriteEngine->start(0);
+ node->setTime(0.0f);
+ node->setSourceA(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY()));
+ node->setSourceB(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY()));
+ node->setSpriteSize(QSize(d->m_spriteEngine->spriteWidth(), d->m_spriteEngine->spriteHeight()));
+ node->setSheetSize(d->m_sheetSize);
+ node->setSize(QSizeF(width(), height()));
+
+ d->m_curState = d->m_spriteEngine->state(d->m_spriteEngine->curState())->name();
+ emit currentSpriteChanged(d->m_curState);
+ d->m_timestamp.start();
+ return node;
}
void QQuickSpriteSequence::reset()
{
- m_pleaseReset = true;
+ Q_D(QQuickSpriteSequence);
+ d->m_pleaseReset = true;
}
-QSGNode *QQuickSpriteSequence::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
+QSGNode *QQuickSpriteSequence::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
- if (m_pleaseReset) {
- delete m_node;
+ Q_D(QQuickSpriteSequence);
- m_node = 0;
- m_material = 0;
- m_pleaseReset = false;
+ if (d->m_pleaseReset) {
+ delete oldNode;
+
+ oldNode = nullptr;
+ d->m_pleaseReset = false;
}
- prepareNextFrame();
+ QSGSpriteNode *node = static_cast<QSGSpriteNode *>(oldNode);
+ if (!node)
+ node = initNode();
+
+ if (node)
+ prepareNextFrame(node);
- if (m_running) {
+ if (d->m_running) {
update();
- if (m_node)
- m_node->markDirty(QSGNode::DirtyMaterial);
}
- return m_node;
+ return node;
}
-void QQuickSpriteSequence::prepareNextFrame()
+void QQuickSpriteSequence::prepareNextFrame(QSGSpriteNode *node)
{
- if (m_node == 0)
- m_node = buildNode();
- if (m_node == 0) //error creating node
- return;
+ Q_D(QQuickSpriteSequence);
- uint timeInt = m_timestamp.elapsed();
+ uint timeInt = d->m_timestamp.elapsed();
qreal time = timeInt / 1000.;
//Advance State
- m_spriteEngine->updateSprites(timeInt);
- if (m_curStateIdx != m_spriteEngine->curState()) {
- m_curStateIdx = m_spriteEngine->curState();
- m_curState = m_spriteEngine->state(m_spriteEngine->curState())->name();
- emit currentSpriteChanged(m_curState);
- m_curFrame= -1;
+ d->m_spriteEngine->updateSprites(timeInt);
+ if (d->m_curStateIdx != d->m_spriteEngine->curState()) {
+ d->m_curStateIdx = d->m_spriteEngine->curState();
+ d->m_curState = d->m_spriteEngine->state(d->m_spriteEngine->curState())->name();
+ emit currentSpriteChanged(d->m_curState);
+ d->m_curFrame= -1;
}
//Advance Sprite
- qreal animT = m_spriteEngine->spriteStart()/1000.0;
- qreal frameCount = m_spriteEngine->spriteFrames();
- qreal frameDuration = m_spriteEngine->spriteDuration()/frameCount;
+ qreal animT = d->m_spriteEngine->spriteStart()/1000.0;
+ qreal frameCount = d->m_spriteEngine->spriteFrames();
+ qreal frameDuration = d->m_spriteEngine->spriteDuration()/frameCount;
double frameAt;
qreal progress;
if (frameDuration > 0) {
@@ -432,32 +300,32 @@ void QQuickSpriteSequence::prepareNextFrame()
frame = qBound(qreal(0.0), frame, frameCount - qreal(1.0));//Stop at count-1 frames until we have between anim interpolation
progress = std::modf(frame,&frameAt);
} else {
- m_curFrame++;
- if (m_curFrame >= frameCount){
- m_curFrame = 0;
- m_spriteEngine->advance();
+ d->m_curFrame++;
+ if (d->m_curFrame >= frameCount){
+ d->m_curFrame = 0;
+ d->m_spriteEngine->advance();
}
- frameAt = m_curFrame;
+ frameAt = d->m_curFrame;
progress = 0;
}
- if (m_spriteEngine->sprite()->reverse())
- frameAt = (m_spriteEngine->spriteFrames() - 1) - frameAt;
- qreal y = m_spriteEngine->spriteY() / m_sheetSize.height();
- qreal w = m_spriteEngine->spriteWidth() / m_sheetSize.width();
- qreal h = m_spriteEngine->spriteHeight() / m_sheetSize.height();
- qreal x1 = m_spriteEngine->spriteX() / m_sheetSize.width();
+ if (d->m_spriteEngine->sprite()->reverse())
+ frameAt = (d->m_spriteEngine->spriteFrames() - 1) - frameAt;
+ int y = d->m_spriteEngine->spriteY();
+ int w = d->m_spriteEngine->spriteWidth();
+ int h = d->m_spriteEngine->spriteHeight();
+ int x1 = d->m_spriteEngine->spriteX();
x1 += frameAt * w;
- qreal x2 = x1;
+ int x2 = x1;
if (frameAt < (frameCount-1))
x2 += w;
- m_material->animX1 = x1;
- m_material->animY1 = y;
- m_material->animX2 = x2;
- m_material->animY2 = y;
- m_material->animW = w;
- m_material->animH = h;
- m_material->animT = m_interpolate ? progress : 0.0;
+ node->setSourceA(QPoint(x1, y));
+ node->setSourceB(QPoint(x2, y));
+ node->setSpriteSize(QSize(w, h));
+ node->setTime(d->m_interpolate ? progress : 0.0);
+ node->setSize(QSizeF(width(), height()));
+ node->setFiltering(smooth() ? QSGTexture::Linear : QSGTexture::Nearest);
+ node->update();
}
QT_END_NAMESPACE