/**************************************************************************** ** ** Copyright (C) 2021 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #ifndef QQuickPARTICLEGROUP #define QQuickPARTICLEGROUP // // 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 "qquickparticlesystem_p.h" #include "qqmlparserstatus.h" QT_BEGIN_NAMESPACE class QQuickParticleGroup : public QQuickStochasticState, public QQmlParserStatus { Q_OBJECT //### Would setting limits per group be useful? Or clutter the API? //Q_PROPERTY(int maximumAlive READ maximumAlive WRITE setMaximumAlive NOTIFY maximumAliveChanged) Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) //Intercept children requests and assign to the group & system Q_PROPERTY(QQmlListProperty particleChildren READ particleChildren DESIGNABLE false)//### Hidden property for in-state system definitions - ought not to be used in actual "Sprite" states Q_CLASSINFO("DefaultProperty", "particleChildren") QML_NAMED_ELEMENT(ParticleGroup) Q_INTERFACES(QQmlParserStatus) public: explicit QQuickParticleGroup(QObject* parent = 0); QQmlListProperty particleChildren(); int maximumAlive() const { return m_maximumAlive; } QQuickParticleSystem* system() const { return m_system; } public Q_SLOTS: void setMaximumAlive(int arg) { if (m_maximumAlive != arg) { m_maximumAlive = arg; Q_EMIT maximumAliveChanged(arg); } } void setSystem(QQuickParticleSystem* arg); void delayRedirect(QObject* obj); Q_SIGNALS: void maximumAliveChanged(int arg); void systemChanged(QQuickParticleSystem* arg); protected: void componentComplete() override; void classBegin() override {} private: void performDelayedRedirects(); int m_maximumAlive; QQuickParticleSystem* m_system; QList m_delayedRedirects; }; QT_END_NAMESPACE #endif