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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.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickspritegoal_p.h"
+#include <private/qquickspriteengine_p.h>
+#include <private/qquicksprite_p.h>
+#include "qquickimageparticle_p.h"
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \qmlclass SpriteGoal QQuickSpriteGoalAffector
+ \inqmlmodule QtQuick.Particles 2
+ \inherits Affector
+ \brief The SpriteGoal Affector allows you to change the state of a sprite particle.
+
+*/
+/*!
+ \qmlproperty string QtQuick.Particles2::SpriteGoal::goalState
+
+ The name of the Sprite which the affected particles should move to.
+
+ Sprite states have defined durations and transitions between them, setting goalState
+ will cause it to disregard any path weightings (including 0) and head down the path
+ which will reach the goalState quickest. It will pass through intermediate states
+ on that path.
+*/
+/*!
+ \qmlproperty bool QtQuick.Particles2::SpriteGoal::jump
+
+ If true, affected sprites will jump directly to the goal state instead of taking the
+ the shortest valid path to get there. They will also not finish their current state,
+ but immediately move to the beginning of the goal state.
+
+ Default is false.
+*/
+/*!
+ \qmlproperty bool QtQuick.Particles2::SpriteGoal::systemStates
+
+ deprecated, use GroupGoal instead
+*/
+
+QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
+ QQuickParticleAffector(parent),
+ m_goalIdx(-1),
+ m_lastEngine(0),
+ m_jump(false),
+ m_systemStates(false),
+ m_notUsingEngine(false)
+{
+ m_ignoresTime = true;
+}
+
+void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
+{
+ if (m_systemStates){
+ m_goalIdx = m_system->groupIds[m_goalState];
+ }else{
+ m_lastEngine = e;
+ for (int i=0; i<e->stateCount(); i++){
+ if (e->state(i)->name() == m_goalState){
+ m_goalIdx = i;
+ return;
+ }
+ }
+ m_goalIdx = -1;//Can't find it
+ }
+}
+
+void QQuickSpriteGoalAffector::setGoalState(QString arg)
+{
+ if (m_goalState != arg) {
+ m_goalState = arg;
+ emit goalStateChanged(arg);
+ if (m_goalState.isEmpty())
+ m_goalIdx = -1;
+ else
+ m_goalIdx = -2;
+ }
+}
+
+bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
+{
+ Q_UNUSED(dt);
+ QQuickStochasticEngine *engine = 0;
+ if (!m_systemStates){
+ //TODO: Affect all engines
+ foreach (QQuickParticlePainter *p, m_system->groupData[d->group]->painters)
+ if (qobject_cast<QQuickImageParticle*>(p))
+ engine = qobject_cast<QQuickImageParticle*>(p)->spriteEngine();
+ }else{
+ engine = m_system->stateEngine;
+ if (!engine)
+ m_notUsingEngine = true;
+ }
+ if (!engine && !m_notUsingEngine)
+ return false;
+
+ if (m_goalIdx == -2 || engine != m_lastEngine)
+ updateStateIndex(engine);
+ int index = d->index;
+ if (m_systemStates)
+ index = d->systemIndex;
+ if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
+ //TODO: It's possible to move to a group that is intermediate and not used by painters or emitters - but right now that will redirect to the default group
+ m_system->moveGroups(d, m_goalIdx);
+ }else if (engine->curState(index) != m_goalIdx){
+ engine->setGoal(m_goalIdx, index, m_jump);
+ return true; //Doesn't affect particle data, but necessary for onceOff
+ }
+ return false;
+}
+
+QT_END_NAMESPACE