/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 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 = 0); //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