/**************************************************************************** ** ** 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 PARTICLEAFFECTOR_H #define PARTICLEAFFECTOR_H #include #include "qsgparticlesystem_p.h" #include "qsgparticleextruder_p.h" QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Declarative) class QSGParticleAffector : public QSGItem { Q_OBJECT Q_PROPERTY(QSGParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) Q_PROPERTY(QStringList particles READ particles WRITE setParticles NOTIFY particlesChanged) Q_PROPERTY(QStringList collisionParticles READ collisionParticles WRITE setCollisionParticles NOTIFY collisionParticlesChanged) Q_PROPERTY(bool active READ active WRITE setActive NOTIFY activeChanged) Q_PROPERTY(bool onceOff READ onceOff WRITE setOnceOff NOTIFY onceOffChanged) Q_PROPERTY(QSGParticleExtruder* shape READ shape WRITE setShape NOTIFY shapeChanged) Q_PROPERTY(bool signal READ signal WRITE setSignal NOTIFY signalChanged)//TODO: Determine by whether it's connected public: explicit QSGParticleAffector(QSGItem *parent = 0); virtual void affectSystem(qreal dt); virtual void reset(QSGParticleData*);//As some store their own data per particle? QSGParticleSystem* system() const { return m_system; } QStringList particles() const { return m_particles; } bool active() const { return m_active; } bool onceOff() const { return m_onceOff; } QSGParticleExtruder* shape() const { return m_shape; } bool signal() const { return m_signal; } QStringList collisionParticles() const { return m_collisionParticles; } signals: void systemChanged(QSGParticleSystem* arg); void particlesChanged(QStringList arg); void activeChanged(bool arg); void onceOffChanged(bool arg); void shapeChanged(QSGParticleExtruder* arg); void affected(qreal x, qreal y); void signalChanged(bool arg); void collisionParticlesChanged(QStringList arg); public slots: void setSystem(QSGParticleSystem* arg) { if (m_system != arg) { m_system = arg; m_system->registerParticleAffector(this); emit systemChanged(arg); } } void setParticles(QStringList arg) { if (m_particles != arg) { m_particles = arg; m_updateIntSet = true; emit particlesChanged(arg); } } void setActive(bool arg) { if (m_active != arg) { m_active = arg; emit activeChanged(arg); } } void setOnceOff(bool arg) { if (m_onceOff != arg) { m_onceOff = arg; m_needsReset = true; emit onceOffChanged(arg); } } void setShape(QSGParticleExtruder* arg) { if (m_shape != arg) { m_shape = arg; emit shapeChanged(arg); } } void setSignal(bool arg) { if (m_signal != arg) { m_signal = arg; emit signalChanged(arg); } } void setCollisionParticles(QStringList arg) { if (m_collisionParticles != arg) { m_collisionParticles = arg; emit collisionParticlesChanged(arg); } } protected: friend class QSGParticleSystem; virtual bool affectParticle(QSGParticleData *d, qreal dt); bool m_needsReset;//### What is this really saving? QSGParticleSystem* m_system; QStringList m_particles; bool activeGroup(int g) {return m_groups.isEmpty() || m_groups.contains(g);} bool m_active; virtual void componentComplete(); QPointF m_offset; private: QSet m_groups; QSet > m_onceOffed; bool m_updateIntSet; bool m_onceOff; QSGParticleExtruder* m_shape; bool m_signal; QStringList m_collisionParticles; bool isColliding(QSGParticleData* d); private slots: void updateOffsets(); }; QT_END_NAMESPACE QT_END_HEADER #endif // PARTICLEAFFECTOR_H