/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 &); 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) { 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 Q_EMIT groupsChanged(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(); 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