/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickitemparticle_p.h" #include #include #include #include QT_BEGIN_NAMESPACE /*! \qmltype ItemParticle \instantiates QQuickItemParticle \inqmlmodule QtQuick.Particles \inherits ParticlePainter \brief For specifying a delegate to paint particles \ingroup qtquick-particles */ /*! \qmlmethod QtQuick.Particles::ItemParticle::freeze(Item item) Suspends the flow of time for the logical particle which item represents, allowing you to control its movement. */ /*! \qmlmethod QtQuick.Particles::ItemParticle::unfreeze(Item item) Restarts the flow of time for the logical particle which item represents, allowing it to be moved by the particle system again. */ /*! \qmlmethod QtQuick.Particles::ItemParticle::take(Item item, bool prioritize) Asks the ItemParticle to take over control of item positioning temporarily. It will follow the movement of a logical particle when one is available. By default items form a queue when waiting for a logical particle, but if prioritize is true then it will go immediately to the head of the queue. ItemParticle does not take ownership of the item, and will relinquish control when the logical particle expires. Commonly at this point you will want to put it back in the queue, you can do this with the below line in the delegate definition: \code ItemParticle.onDetached: itemParticleInstance.take(delegateRootItem); \endcode or delete it, such as with the below line in the delegate definition: \code ItemParticle.onDetached: delegateRootItem.destroy(); \endcode */ /*! \qmlmethod QtQuick.Particles::ItemParticle::give(Item item) Orders the ItemParticle to give you control of the item. It will cease controlling it and the item will lose its association to the logical particle. */ /*! \qmlproperty bool QtQuick.Particles::ItemParticle::fade If true, the item will automatically be faded in and out at the ends of its lifetime. If false, you will have to implement any entry effect yourself. Default is true. */ /*! \qmlproperty Component QtQuick.Particles::ItemParticle::delegate An instance of the delegate will be created for every logical particle, and moved along with it. As an alternative to using delegate, you can create Item instances yourself and hand them to the ItemParticle to move using the \l take method. Any delegate instances created by ItemParticle will be destroyed when the logical particle expires. */ QQuickItemParticle::QQuickItemParticle(QQuickItem *parent) : QQuickParticlePainter(parent), m_fade(true), m_lastT(0), m_activeCount(0), m_delegate(nullptr) { setFlag(QQuickItem::ItemHasContents); clock = new Clock(this); clock->start(); } QQuickItemParticle::~QQuickItemParticle() { delete clock; } void QQuickItemParticle::freeze(QQuickItem* item) { m_stasis << item; } void QQuickItemParticle::unfreeze(QQuickItem* item) { m_stasis.remove(item); } void QQuickItemParticle::take(QQuickItem *item, bool prioritize) { if (prioritize) m_pendingItems.push_front(item); else m_pendingItems.push_back(item); } void QQuickItemParticle::give(QQuickItem *item) { //TODO: This Q_UNUSED(item); } void QQuickItemParticle::initialize(int gIdx, int pIdx) { m_loadables << m_system->groupData[gIdx]->data[pIdx];//defer to other thread } void QQuickItemParticle::commit(int, int) { } void QQuickItemParticle::processDeletables() { foreach (QQuickItem* item, m_deletables){ if (m_fade) item->setOpacity(0.); item->setVisible(false); QQuickItemParticleAttached* mpa; if ((mpa = qobject_cast(qmlAttachedPropertiesObject(item)))) mpa->detach();//reparent as well? int idx = -1; if ((idx = m_managed.indexOf(item)) != -1) { m_managed.takeAt(idx); delete item; } m_activeCount--; } m_deletables.clear(); } void QQuickItemParticle::tick(int time) { Q_UNUSED(time);//only needed because QTickAnimationProxy expects one processDeletables(); foreach (QQuickParticleData* d, m_loadables){ Q_ASSERT(d); if (m_stasis.contains(d->delegate)) qWarning() << "Current model particles prefers overwrite:false"; //remove old item from the particle that is dying to make room for this one if (d->delegate) { m_deletables << d->delegate; d->delegate = nullptr; } if (!m_pendingItems.isEmpty()){ d->delegate = m_pendingItems.front(); m_pendingItems.pop_front(); }else if (m_delegate){ d->delegate = qobject_cast(m_delegate->create(qmlContext(this))); if (d->delegate) m_managed << d->delegate; } if (d && d->delegate){//###Data can be zero if creating an item leads to a reset - this screws things up. d->delegate->setX(d->curX(m_system) - d->delegate->width() / 2); //TODO: adjust for system? d->delegate->setY(d->curY(m_system) - d->delegate->height() / 2); QQuickItemParticleAttached* mpa = qobject_cast(qmlAttachedPropertiesObject(d->delegate)); if (mpa){ mpa->m_mp = this; mpa->attach(); } d->delegate->setParentItem(this); if (m_fade) d->delegate->setOpacity(0.); d->delegate->setVisible(false);//Will be set to true when we prepare the next frame m_activeCount++; } } m_loadables.clear(); } void QQuickItemParticle::reset() { QQuickParticlePainter::reset(); m_loadables.clear(); // delete all managed items which had their logical particles cleared // but leave it alone if the logical particle is maintained QSet lost = QSet::fromList(m_managed); for (auto groupId : groupIds()) { for (QQuickParticleData* d : qAsConst(m_system->groupData[groupId]->data)) { lost.remove(d->delegate); } } m_deletables.append(lost.toList()); //TODO: This doesn't yet handle calling detach on taken particles in the system reset case processDeletables(); } QSGNode* QQuickItemParticle::updatePaintNode(QSGNode* n, UpdatePaintNodeData* d) { //Dummy update just to get painting tick if (m_pleaseReset){ m_pleaseReset = false; //Refill loadables, delayed here so as to only happen once per frame max //### Constant resetting might lead to m_loadables never being populated when tick() occurs for (auto groupId : groupIds()) { for (QQuickParticleData* d : qAsConst(m_system->groupData[groupId]->data)) { if (!d->delegate && d->t != -1 && d->stillAlive(m_system)) { m_loadables << d; } } } } prepareNextFrame(); update();//Get called again if (n) n->markDirty(QSGNode::DirtyMaterial); return QQuickItem::updatePaintNode(n,d); } void QQuickItemParticle::prepareNextFrame() { if (!m_system) return; 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 (auto groupId : groupIds()) { for (QQuickParticleData* data : qAsConst(m_system->groupData[groupId]->data)) { QQuickItem* item = data->delegate; if (!item) continue; float t = ((timeStamp / 1000.0f) - data->t) / data->lifeSpan; if (m_stasis.contains(item)) { data->t += dt;//Stasis effect continue; } if (t >= 1.0f){//Usually happens from load m_deletables << item; data->delegate = nullptr; }else{//Fade data->delegate->setVisible(true); if (m_fade){ float o = 1.f; if (t <0.2f) o = t * 5; if (t > 0.8f) o = (1-t)*5; item->setOpacity(o); } } item->setX(data->curX(m_system) - item->width() / 2 - m_systemOffset.x()); item->setY(data->curY(m_system) - item->height() / 2 - m_systemOffset.y()); } } } QQuickItemParticleAttached *QQuickItemParticle::qmlAttachedProperties(QObject *object) { return new QQuickItemParticleAttached(object); } QT_END_NAMESPACE #include "moc_qquickitemparticle_p.cpp"