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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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef PARTICLE_H
+#define PARTICLE_H
+
+#include <QObject>
+#include <QDebug>
+#include <QPair>
+#include "qquickparticlesystem_p.h"
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+class QQuickParticlePainter : public QQuickItem
+{
+ Q_OBJECT
+ Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged)
+ Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged)
+
+public:
+ explicit QQuickParticlePainter(QQuickItem *parent = 0);
+ //Data Interface to system
+ void load(QQuickParticleData*);
+ void reload(QQuickParticleData*);
+ void setCount(int c);
+ int count();
+ void performPendingCommits();//Called from updatePaintNode
+ QQuickParticleSystem* system() const
+ {
+ return m_system;
+ }
+
+
+ QStringList groups() const
+ {
+ return m_groups;
+ }
+
+signals:
+ void countChanged();
+ void systemChanged(QQuickParticleSystem* arg);
+
+ void groupsChanged(QStringList arg);
+
+public slots:
+ void setSystem(QQuickParticleSystem* arg);
+
+ void setGroups(QStringList arg)
+ {
+ if (m_groups != arg) {
+ m_groups = arg;
+ emit groupsChanged(arg);
+ }
+ }
+
+ void calcSystemOffset(bool resetPending = false);
+
+protected:
+ /* Reset resets all your internal data structures. But anything attached to a particle should
+ be in attached data. So reset + reloads should have no visible effect.
+ ###Hunt down all cases where we do a complete reset for convenience and be more targeted
+ */
+ virtual void reset();
+
+ virtual void componentComplete();
+ virtual void initialize(int gIdx, int pIdx){//Called from main thread
+ Q_UNUSED(gIdx);
+ Q_UNUSED(pIdx);
+ }
+ virtual void commit(int gIdx, int pIdx){//Called in Render Thread
+ //###If you need to do something on size changed, check m_data size in this? Or we reset you every time?
+ Q_UNUSED(gIdx);
+ Q_UNUSED(pIdx);
+ }
+
+ QQuickParticleSystem* m_system;
+ friend class QQuickParticleSystem;
+ int m_count;
+ bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter.
+ QStringList m_groups;
+ QPointF m_systemOffset;
+
+private:
+ QSet<QPair<int,int> > m_pendingCommits;
+};
+
+QT_END_NAMESPACE
+QT_END_HEADER
+#endif // PARTICLE_H