/**************************************************************************** ** ** 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 PARTICLE_H #define PARTICLE_H #include #include #include #include "qsgparticlesystem_p.h" QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Declarative) class QSGParticlePainter : public QSGItem { Q_OBJECT Q_PROPERTY(QSGParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) Q_PROPERTY(QStringList particles READ particles WRITE setParticles NOTIFY particlesChanged) public: explicit QSGParticlePainter(QSGItem *parent = 0); //Data Interface to system void load(QSGParticleData*); void reload(QSGParticleData*); void setCount(int c); int count(); void performPendingCommits();//Called from updatePaintNode QSGParticleSystem* system() const { return m_system; } QStringList particles() const { return m_particles; } signals: void countChanged(); void systemChanged(QSGParticleSystem* arg); void particlesChanged(QStringList arg); public slots: void setSystem(QSGParticleSystem* arg); void setParticles(QStringList arg) { if (m_particles != arg) { m_particles = arg; emit particlesChanged(arg); } } private slots: void calcSystemOffset(bool resetPending = false); protected: /* Reset resets all your internal data structures. But anything attached to a particle should be in attached data. So reset + reloads should have no visible effect. ###Hunt down all cases where we do a complete reset for convenience and be more targeted */ virtual void reset(); virtual void componentComplete(); virtual void initialize(int gIdx, int pIdx){//Called from main thread Q_UNUSED(gIdx); Q_UNUSED(pIdx); } virtual void commit(int gIdx, int pIdx){//Called in Render Thread //###If you need to do something on size changed, check m_data size in this? Or we reset you every time? Q_UNUSED(gIdx); Q_UNUSED(pIdx); } QSGParticleSystem* m_system; friend class QSGParticleSystem; int m_count; bool m_pleaseReset; QStringList m_particles; QPointF m_systemOffset; private: QSGParticleData* m_sentinel; QSet > m_pendingCommits; //QVector m_shadowData;//For when we implement overwrite: false }; QT_END_NAMESPACE QT_END_HEADER #endif // PARTICLE_H