/**************************************************************************** ** ** 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 SPRITEENGINE_H #define SPRITEENGINE_H #include #include #include #include #include #include #include #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Declarative) class QSGSprite; class QSGStochasticState : public QObject //For internal use { Q_OBJECT Q_PROPERTY(int duration READ duration WRITE setDuration NOTIFY durationChanged) Q_PROPERTY(int durationVariation READ durationVariance WRITE setDurationVariance NOTIFY durationVarianceChanged) Q_PROPERTY(QVariantMap to READ to WRITE setTo NOTIFY toChanged) Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged) Q_PROPERTY(qreal speedModifiesDuration READ speedModifer WRITE setSpeedModifier NOTIFY speedModifierChanged) Q_PROPERTY(int frames READ frames WRITE setFrames NOTIFY framesChanged) public: QSGStochasticState(QObject* parent = 0) : QObject(parent) , m_frames(1) , m_duration(1000) { } int duration() const { return m_duration; } QString name() const { return m_name; } QVariantMap to() const { return m_to; } qreal speedModifer() const { return m_speedModifier; } int durationVariance() const { return m_durationVariance; } int variedDuration() const { return m_duration + (m_durationVariance * ((qreal)qrand()/RAND_MAX) * 2) - m_durationVariance; } int frames() const { return m_frames; } signals: void durationChanged(int arg); void nameChanged(QString arg); void toChanged(QVariantMap arg); void speedModifierChanged(qreal arg); void durationVarianceChanged(int arg); void entered();//### Just playing around - don't expect full state API void framesChanged(int arg); public slots: void setDuration(int arg) { if (m_duration != arg) { m_duration = arg; emit durationChanged(arg); } } void setName(QString arg) { if (m_name != arg) { m_name = arg; emit nameChanged(arg); } } void setTo(QVariantMap arg) { if (m_to != arg) { m_to = arg; emit toChanged(arg); } } void setSpeedModifier(qreal arg) { if (m_speedModifier != arg) { m_speedModifier = arg; emit speedModifierChanged(arg); } } void setDurationVariance(int arg) { if (m_durationVariance != arg) { m_durationVariance = arg; emit durationVarianceChanged(arg); } } void setFrames(int arg) { if (m_frames != arg) { m_frames = arg; emit framesChanged(arg); } } private: QString m_name; int m_frames; QVariantMap m_to; int m_duration; qreal m_speedModifier; int m_durationVariance; friend class QSGStochasticEngine; }; class QSGStochasticEngine : public QObject { Q_OBJECT //TODO: Optimize single state case? Q_PROPERTY(QString globalGoal READ globalGoal WRITE setGlobalGoal NOTIFY globalGoalChanged) Q_PROPERTY(QDeclarativeListProperty states READ states) public: explicit QSGStochasticEngine(QObject *parent = 0); QSGStochasticEngine(QList states, QObject *parent=0); ~QSGStochasticEngine(); QDeclarativeListProperty states() { return QDeclarativeListProperty(this, m_states); } QString globalGoal() const { return m_globalGoal; } int count() const {return m_things.count();} void setCount(int c); void setGoal(int state, int sprite=0, bool jump=false); void start(int index=0, int state=0); void stop(int index=0); int curState(int index=0) {return m_things[index];} QSGStochasticState* state(int idx){return m_states[idx];} int stateIndex(QSGStochasticState* s){return m_states.indexOf(s);} int stateCount() {return m_states.count();} private: signals: void globalGoalChanged(QString arg); void stateChanged(int idx); public slots: void setGlobalGoal(QString arg) { if (m_globalGoal != arg) { m_globalGoal = arg; emit globalGoalChanged(arg); } } uint updateSprites(uint time); protected: friend class QSGParticleSystem; void restart(int index); void addToUpdateList(uint t, int idx); int goalSeek(int curState, int idx, int dist=-1); QList m_states; //### Consider struct or class for the four data variables? QVector m_things;//int is the index in m_states of the current state QVector m_goals; QVector m_duration; QVector m_startTimes; QList > > m_stateUpdates;//### This could be done faster - priority queue? QTime m_advanceTime; uint m_timeOffset; QString m_globalGoal; int m_maxFrames; int m_imageStateCount; }; class QSGSpriteEngine : public QSGStochasticEngine { Q_OBJECT Q_PROPERTY(QDeclarativeListProperty sprites READ sprites) public: explicit QSGSpriteEngine(QObject *parent = 0); QSGSpriteEngine(QList sprites, QObject *parent=0); ~QSGSpriteEngine(); QDeclarativeListProperty sprites() { return QDeclarativeListProperty(this, m_sprites); } int spriteState(int sprite=0); int spriteStart(int sprite=0); int spriteFrames(int sprite=0); int spriteDuration(int sprite=0); int spriteCount();//Like state count, but for the image states int maxFrames(); QImage assembledImage(); private: QList m_sprites; }; //Common use is to have your own list property which is transparently an engine inline void spriteAppend(QDeclarativeListProperty *p, QSGSprite* s) { reinterpret_cast *>(p->data)->append(s); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline QSGSprite* spriteAt(QDeclarativeListProperty *p, int idx) { return reinterpret_cast *>(p->data)->at(idx); } inline void spriteClear(QDeclarativeListProperty *p) { reinterpret_cast *>(p->data)->clear(); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline int spriteCount(QDeclarativeListProperty *p) { return reinterpret_cast *>(p->data)->count(); } QT_END_NAMESPACE QT_END_HEADER #endif // SPRITEENGINE_H