/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef PARTICLE_H #define PARTICLE_H #include #include #include #include "qquickparticlesystem_p.h" QT_BEGIN_NAMESPACE class 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) public: explicit QQuickParticlePainter(QQuickItem *parent = 0); //Data Interface to system void load(QQuickParticleData*); void reload(QQuickParticleData*); void setCount(int c); int count(); void performPendingCommits();//Called from updatePaintNode QQuickParticleSystem* system() const { return m_system; } QStringList groups() const { return m_groups; } void itemChange(ItemChange, const ItemChangeData &); signals: void countChanged(); void systemChanged(QQuickParticleSystem* arg); void groupsChanged(QStringList arg); public slots: void setSystem(QQuickParticleSystem* arg); void setGroups(QStringList arg) { if (m_groups != arg) { m_groups = arg; //Note: The system watches this as it has to recalc things when groups change. It will request a reset if necessary emit groupsChanged(arg); } } void calcSystemOffset(bool resetPending = false); private 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(); virtual void componentComplete(); 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. QStringList m_groups; QPointF m_systemOffset; QQuickWindow *m_window; private: QSet > m_pendingCommits; }; QT_END_NAMESPACE #endif // PARTICLE_H