// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #ifndef PARTICLEAFFECTOR_H #define PARTICLEAFFECTOR_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include "qquickparticlesystem_p.h" #include "qquickparticleextruder_p.h" #include "qtquickparticlesglobal_p.h" QT_BEGIN_NAMESPACE class Q_QUICKPARTICLES_EXPORT QQuickParticleAffector : public QQuickItem { Q_OBJECT Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged) Q_PROPERTY(QStringList whenCollidingWith READ whenCollidingWith WRITE setWhenCollidingWith NOTIFY whenCollidingWithChanged) Q_PROPERTY(bool enabled READ enabled WRITE setEnabled NOTIFY enabledChanged) Q_PROPERTY(bool once READ onceOff WRITE setOnceOff NOTIFY onceChanged) Q_PROPERTY(QQuickParticleExtruder* shape READ shape WRITE setShape NOTIFY shapeChanged) QML_NAMED_ELEMENT(ParticleAffector) QML_ADDED_IN_VERSION(2, 0) QML_UNCREATABLE("Abstract type. Use one of the inheriting types instead.") public: explicit QQuickParticleAffector(QQuickItem *parent = nullptr); virtual void affectSystem(qreal dt); virtual void reset(QQuickParticleData*);//As some store their own data per particle? QQuickParticleSystem* system() const { return m_system; } QStringList groups() const { return m_groups; } bool enabled() const { return m_enabled; } bool onceOff() const { return m_onceOff; } QQuickParticleExtruder* shape() const { return m_shape; } QStringList whenCollidingWith() const { return m_whenCollidingWith; } Q_SIGNALS: void systemChanged(QQuickParticleSystem* arg); void groupsChanged(const QStringList &arg); void enabledChanged(bool arg); void onceChanged(bool arg); void shapeChanged(QQuickParticleExtruder* arg); void affected(qreal x, qreal y); void whenCollidingWithChanged(const QStringList &arg); public Q_SLOTS: void setSystem(QQuickParticleSystem* arg) { if (m_system != arg) { m_system = arg; if (m_system) m_system->registerParticleAffector(this); Q_EMIT systemChanged(arg); } } void setGroups(const QStringList &arg) { if (m_groups != arg) { m_groups = arg; m_updateIntSet = true; Q_EMIT groupsChanged(arg); } } void setEnabled(bool arg) { if (m_enabled != arg) { m_enabled = arg; Q_EMIT enabledChanged(arg); } } void setOnceOff(bool arg) { if (m_onceOff != arg) { m_onceOff = arg; m_needsReset = true; Q_EMIT onceChanged(arg); } } void setShape(QQuickParticleExtruder* arg) { if (m_shape != arg) { m_shape = arg; Q_EMIT shapeChanged(arg); } } void setWhenCollidingWith(const QStringList &arg) { if (m_whenCollidingWith != arg) { m_whenCollidingWith = arg; Q_EMIT whenCollidingWithChanged(arg); } } public Q_SLOTS: void updateOffsets(); protected: friend class QQuickParticleSystem; virtual bool affectParticle(QQuickParticleData *d, qreal dt); bool m_needsReset:1;//### What is this really saving? bool m_ignoresTime:1; bool m_onceOff:1; bool m_enabled:1; QQuickParticleSystem* m_system; QStringList m_groups; bool activeGroup(int g); bool shouldAffect(QQuickParticleData* datum);//Call to do the logic on whether it is affecting that datum void postAffect(QQuickParticleData* datum);//Call to do the post-affect logic on particles which WERE affected(once off, needs reset, affected signal) void componentComplete() override; bool isAffectedConnected(); static const qreal simulationDelta; static const qreal simulationCutoff; QPointF m_offset; QSet> m_onceOffed; private: QSet m_groupIds; bool m_updateIntSet; QQuickParticleExtruder* m_shape; QStringList m_whenCollidingWith; bool isColliding(QQuickParticleData* d) const; }; QT_END_NAMESPACE #endif // PARTICLEAFFECTOR_H