/**************************************************************************** ** ** 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 "qquickparticlepainter_p.h" #include #include QT_BEGIN_NAMESPACE /*! \qmltype ParticlePainter \instantiates QQuickParticlePainter \inqmlmodule QtQuick.Particles \inherits Item \brief For specifying how to paint particles \ingroup qtquick-particles The default implementation paints nothing. See the subclasses if you want to paint something visible. */ /*! \qmlproperty ParticleSystem QtQuick.Particles::ParticlePainter::system This is the system whose particles can be painted by the element. If the ParticlePainter is a direct child of a ParticleSystem, it will automatically be associated with it. */ /*! \qmlproperty list QtQuick.Particles::ParticlePainter::groups Which logical particle groups will be painted. If empty, it will paint the default particle group (""). */ QQuickParticlePainter::QQuickParticlePainter(QQuickItem *parent) : QQuickItem(parent), m_system(0), m_count(0), m_pleaseReset(true), m_window(0) { } void QQuickParticlePainter::itemChange(ItemChange change, const ItemChangeData &data) { if (change == QQuickItem::ItemSceneChange) { if (m_window) disconnect(m_window, SIGNAL(sceneGraphInvalidated()), this, SLOT(sceneGraphInvalidated())); m_window = data.window; if (m_window) connect(m_window, SIGNAL(sceneGraphInvalidated()), this, SLOT(sceneGraphInvalidated()), Qt::DirectConnection); } QQuickItem::itemChange(change, data); } void QQuickParticlePainter::componentComplete() { if (!m_system && qobject_cast(parentItem())) setSystem(qobject_cast(parentItem())); QQuickItem::componentComplete(); } void QQuickParticlePainter::setSystem(QQuickParticleSystem *arg) { if (m_system != arg) { m_system = arg; if (m_system){ m_system->registerParticlePainter(this); reset(); } emit systemChanged(arg); } } void QQuickParticlePainter::load(QQuickParticleData* d) { initialize(d->group, d->index); if (m_pleaseReset) return; m_pendingCommits << qMakePair(d->group, d->index); } void QQuickParticlePainter::reload(QQuickParticleData* d) { if (m_pleaseReset) return; m_pendingCommits << qMakePair(d->group, d->index); } void QQuickParticlePainter::reset() { m_pendingCommits.clear(); m_pleaseReset = true; } void QQuickParticlePainter::setCount(int c)//### TODO: some resizeing so that particles can reallocate on size change instead of recreate { Q_ASSERT(c >= 0); //XXX if (c == m_count) return; m_count = c; emit countChanged(); reset(); } int QQuickParticlePainter::count() { return m_count; } void QQuickParticlePainter::calcSystemOffset(bool resetPending) { if (!m_system || !parentItem()) return; QPointF lastOffset = m_systemOffset; m_systemOffset = -1 * this->mapFromItem(m_system, QPointF(0.0, 0.0)); if (lastOffset != m_systemOffset && !resetPending){ //Reload all particles//TODO: Necessary? foreach (const QString &g, m_groups){ int gId = m_system->groupIds[g]; foreach (QQuickParticleData* d, m_system->groupData[gId]->data) reload(d); } } } typedef QPair intPair; void QQuickParticlePainter::performPendingCommits() { calcSystemOffset(); foreach (intPair p, m_pendingCommits) commit(p.first, p.second); m_pendingCommits.clear(); } QT_END_NAMESPACE