/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, 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. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgitemparticle_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE QSGItemParticle::QSGItemParticle(QSGItem *parent) : QSGParticlePainter(parent), m_fade(true), m_delegate(0) { setFlag(QSGItem::ItemHasContents); QTimer* manageDelegates = new QTimer(this);//TODO: don't leak connect(manageDelegates, SIGNAL(timeout()), this, SLOT(tick())); manageDelegates->setInterval(16); manageDelegates->setSingleShot(false); manageDelegates->start(); } void QSGItemParticle::freeze(QSGItem* item) { m_stasis << item; } void QSGItemParticle::unfreeze(QSGItem* item) { m_stasis.remove(item); } void QSGItemParticle::take(QSGItem *item, bool prioritize) { if(prioritize) m_pendingItems.push_front(item); else m_pendingItems.push_back(item); } void QSGItemParticle::give(QSGItem *item) { //TODO: This } void QSGItemParticle::initialize(int idx) { m_loadables << idx;//defer to other thread } void QSGItemParticle::reload(int idx) { } void QSGItemParticle::tick() { foreach(QSGItem* item, m_deletables){ if(m_fade) item->setOpacity(0.); QSGItemParticleAttached* mpa; if((mpa = qobject_cast(qmlAttachedPropertiesObject(item)))) mpa->detach();//reparent as well? //TODO: Delete iff we created it m_activeCount--; } m_deletables.clear(); foreach(int pos, m_loadables){ if(m_stasis.contains(m_data[pos]->delegate)) qWarning() << "Current model particles prefers overwrite:false"; //remove old item from the particle that is dying to make room for this one if(m_data[pos]->delegate){ m_deletables << m_data[pos]->delegate; m_activeCount--; } m_data[pos]->delegate = 0; if(!m_pendingItems.isEmpty()){ m_data[pos]->delegate = m_pendingItems.front(); m_pendingItems.pop_front(); }else if(m_delegate){ m_data[pos]->delegate = qobject_cast(m_delegate->create(qmlContext(this))); } if(m_data[pos]->delegate && m_data[pos]){//###Data can be zero if creating an item leads to a reset - this screws things up. m_data[pos]->delegate->setX(m_data[pos]->curX() - m_data[pos]->delegate->width()/2);//TODO: adjust for system? m_data[pos]->delegate->setY(m_data[pos]->curY() - m_data[pos]->delegate->height()/2); QSGItemParticleAttached* mpa = qobject_cast(qmlAttachedPropertiesObject(m_data[pos]->delegate)); if(mpa){ mpa->m_mp = this; mpa->attach(); } m_data[pos]->delegate->setParentItem(this); if(m_fade) m_data[pos]->delegate->setOpacity(0.); m_activeCount++; } } m_loadables.clear(); } void QSGItemParticle::reset() { QSGParticlePainter::reset(); //TODO: Cleanup items? m_loadables.clear(); //deletables? } QSGNode* QSGItemParticle::updatePaintNode(QSGNode* n, UpdatePaintNodeData* d) { //Dummy update just to get painting tick if(m_pleaseReset){ m_pleaseReset = false; reset(); } prepareNextFrame(); update();//Get called again if(n) n->markDirty(QSGNode::DirtyMaterial); return QSGItem::updatePaintNode(n,d); } void QSGItemParticle::prepareNextFrame() { qint64 timeStamp = m_system->systemSync(this); qreal curT = timeStamp/1000.0; qreal dt = curT - m_lastT; m_lastT = curT; if(!m_activeCount) return; //TODO: Size, better fade? for(int i=0; idelegate; if(!item) continue; qreal t = ((timeStamp/1000.0) - data->t) / data->lifeSpan; if(m_stasis.contains(item)) { m_data[i]->t += dt;//Stasis effect continue; } if(t >= 1.0){//Usually happens from load m_deletables << item; m_data[i]->delegate = 0; m_activeCount--; }else{//Fade if(m_fade){ qreal o = 1.; if(t<0.2) o = t*5; if(t>0.8) o = (1-t)*5; item->setOpacity(o); }else{ item->setOpacity(1.);//###Without fade, it's just a binary toggle - if we turn it off we have to turn it back on } } item->setX(data->curX() - item->width()/2 - m_systemOffset.x()); item->setY(data->curY() - item->height()/2 - m_systemOffset.y()); } } QSGItemParticleAttached *QSGItemParticle::qmlAttachedProperties(QObject *object) { return new QSGItemParticleAttached(object); } QT_END_NAMESPACE