// 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 PARTICLE_H #define PARTICLE_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 #include "qquickparticlesystem_p.h" QT_BEGIN_NAMESPACE class Q_QUICKPARTICLES_EXPORT QQuickParticlePainter : public QQuickItem { Q_OBJECT Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged) Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged) QML_NAMED_ELEMENT(ParticlePainter) QML_ADDED_IN_VERSION(2, 0) QML_UNCREATABLE("Abstract type. Use one of the inheriting types instead.") public: // data typedef QQuickParticleVarLengthArray GroupIDs; public: explicit QQuickParticlePainter(QQuickItem *parent = nullptr); //Data Interface to system void load(QQuickParticleData*); void reload(QQuickParticleData*); void setCount(int c); int count() const { return m_count; } void performPendingCommits();//Called from updatePaintNode QQuickParticleSystem* system() const { return m_system; } QStringList groups() const { return m_groups; } const GroupIDs &groupIds() const { if (m_groupIdsNeedRecalculation) { recalculateGroupIds(); } return m_groupIds; } void itemChange(ItemChange, const ItemChangeData &) override; Q_SIGNALS: void countChanged(); void systemChanged(QQuickParticleSystem* arg); void groupsChanged(const QStringList &arg); public Q_SLOTS: void setSystem(QQuickParticleSystem* arg); void setGroups(const QStringList &arg); void calcSystemOffset(bool resetPending = false); private Q_SLOTS: virtual void sceneGraphInvalidated() {} protected: /* Reset resets all your internal data structures. But anything attached to a particle should be in attached data. So reset + reloads should have no visible effect. ###Hunt down all cases where we do a complete reset for convenience and be more targeted */ virtual void reset(); void componentComplete() override; virtual void initialize(int gIdx, int pIdx){//Called from main thread Q_UNUSED(gIdx); Q_UNUSED(pIdx); } virtual void commit(int gIdx, int pIdx){//Called in Render Thread //###If you need to do something on size changed, check m_data size in this? Or we reset you every time? Q_UNUSED(gIdx); Q_UNUSED(pIdx); } QQuickParticleSystem* m_system; friend class QQuickParticleSystem; int m_count; bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter. QPointF m_systemOffset; QQuickWindow *m_window; bool m_windowChanged; private: // methods void recalculateGroupIds() const; private: // data QStringList m_groups; QSet > m_pendingCommits; mutable GroupIDs m_groupIds; mutable bool m_groupIdsNeedRecalculation; }; QT_END_NAMESPACE #endif // PARTICLE_H