/**************************************************************************** ** ** 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. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef SPRITEENGINE_H #define SPRITEENGINE_H #include #include #include #include #include #include #include #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Declarative) class SpriteState; class SpriteEngine : 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 SpriteEngine(QObject *parent = 0); SpriteEngine(QList sprites, QObject *parent=0); ~SpriteEngine(); 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 stateIndex(SpriteState* s){return m_states.indexOf(s);} SpriteState* state(int idx){return m_states[idx];} int stateCount() {return m_states.count();} int maxFrames(); void setGoal(int state, int sprite=0, bool jump=false); QImage assembledImage(); void startSprite(int index=0); signals: void globalGoalChanged(QString arg); public slots: void setGlobalGoal(QString arg) { if (m_globalGoal != arg) { m_globalGoal = arg; emit globalGoalChanged(arg); } } uint updateSprites(uint time); private: void restartSprite(int sprite); void addToUpdateList(uint t, int idx); int goalSeek(int curState, int spriteIdx, int dist=-1); QList m_states; QVector m_sprites;//int is the index in m_states of the current state QVector m_goals; QVector m_startTimes; QList > > m_stateUpdates;//### This could be done faster QTime m_advanceTime; uint m_timeOffset; QString m_globalGoal; int m_maxFrames; }; //Common use is to have your own list property which is transparently an engine inline void spriteAppend(QDeclarativeListProperty *p, SpriteState* s) { reinterpret_cast *>(p->data)->append(s); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline SpriteState* 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