/**************************************************************************** ** ** 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 QSGSpriteEngine : public QObject { Q_OBJECT //TODO: Optimize single sprite case Q_PROPERTY(QDeclarativeListProperty sprites READ sprites) Q_PROPERTY(QString globalGoal READ globalGoal WRITE setGlobalGoal NOTIFY globalGoalChanged) public: explicit QSGSpriteEngine(QObject *parent = 0); QSGSpriteEngine(QList sprites, QObject *parent=0); ~QSGSpriteEngine(); QDeclarativeListProperty sprites() { return QDeclarativeListProperty(this, m_states); } QString globalGoal() const { return m_globalGoal; } int count() const {return m_sprites.count();} void setCount(int c); int spriteState(int sprite=0);// {return m_sprites[sprite];} int spriteStart(int sprite=0);// {return m_startTimes[sprite];} int spriteFrames(int sprite=0); int spriteDuration(int sprite=0); int spriteCount();//Like state count, but for the image states int maxFrames(); void setGoal(int state, int sprite=0, bool jump=false); QImage assembledImage(); void startSprite(int index=0, int state=0); void stopSprite(int index=0); private://Nothing outside should use this? friend class QSGSpriteGoalAffector;//XXX: Fix interface int stateCount() {return m_states.count();} int stateIndex(QSGSprite* s){return m_states.indexOf(s);}//TODO: Does this need to be hidden? QSGSprite* state(int idx){return m_states[idx];}//Used by spritegoal affector 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); private: friend class QSGParticleSystem; void restartSprite(int sprite); void addToUpdateList(uint t, int idx); int goalSeek(int curState, int spriteIdx, int dist=-1); QList m_states; //### Consider struct or class for the four data variables? QVector m_sprites;//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; }; //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