/**************************************************************************** ** ** 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 QQUICKSPRITEENGINE_P_H #define QQUICKSPRITEENGINE_P_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 QT_REQUIRE_CONFIG(quick_sprite); #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QQuickSprite; class Q_QUICK_PRIVATE_EXPORT QQuickStochasticState : public QObject //Currently for internal use only - Sprite and ParticleGroup { Q_OBJECT Q_PROPERTY(int duration READ duration WRITE setDuration NOTIFY durationChanged) Q_PROPERTY(int durationVariation READ durationVariation WRITE setDurationVariation NOTIFY durationVariationChanged) //Note that manually advanced sprites need to query this variable and implement own behaviour for it Q_PROPERTY(bool randomStart READ randomStart WRITE setRandomStart NOTIFY randomStartChanged) Q_PROPERTY(QVariantMap to READ to WRITE setTo NOTIFY toChanged) Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged) public: QQuickStochasticState(QObject* parent = nullptr) : QObject(parent) { } int duration() const { return m_duration; } QString name() const { return m_name; } QVariantMap to() const { return m_to; } int durationVariation() const { return m_durationVariation; } virtual int variedDuration() const { return qMax(0.0 , m_duration + (m_durationVariation * QRandomGenerator::global()->bounded(2.0)) - m_durationVariation); } bool randomStart() const { return m_randomStart; } Q_SIGNALS: void durationChanged(int arg); void nameChanged(const QString &arg); void toChanged(const QVariantMap &arg); void durationVariationChanged(int arg); void entered();//### Just playing around - don't expect full state API void randomStartChanged(bool arg); public Q_SLOTS: void setDuration(int arg) { if (m_duration != arg) { m_duration = arg; Q_EMIT durationChanged(arg); } } void setName(const QString &arg) { if (m_name != arg) { m_name = arg; Q_EMIT nameChanged(arg); } } void setTo(const QVariantMap &arg) { if (m_to != arg) { m_to = arg; Q_EMIT toChanged(arg); } } void setDurationVariation(int arg) { if (m_durationVariation != arg) { m_durationVariation = arg; Q_EMIT durationVariationChanged(arg); } } void setRandomStart(bool arg) { if (m_randomStart != arg) { m_randomStart = arg; Q_EMIT randomStartChanged(arg); } } private: QString m_name; QVariantMap m_to; int m_duration = -1; int m_durationVariation = 0; friend class QQuickStochasticEngine; bool m_randomStart = false; }; class Q_QUICK_PRIVATE_EXPORT QQuickStochasticEngine : public QObject { Q_OBJECT //TODO: Optimize single state case? Q_PROPERTY(QString globalGoal READ globalGoal WRITE setGlobalGoal NOTIFY globalGoalChanged) Q_PROPERTY(QQmlListProperty states READ states) public: explicit QQuickStochasticEngine(QObject *parent = nullptr); QQuickStochasticEngine(const QList &states, QObject *parent = nullptr); ~QQuickStochasticEngine() override; QQmlListProperty states() { return QQmlListProperty(this, &m_states); } QString globalGoal() const { return m_globalGoal; } int count() const {return m_things.count();} void setCount(int c); void setGoal(int state, int sprite=0, bool jump=false); void start(int index=0, int state=0); virtual void restart(int index=0); virtual void advance(int index=0);//Sends state to the next chosen state, unlike goal. void stop(int index=0); int curState(int index=0) const {return m_things[index];} QQuickStochasticState* state(int idx) const {return m_states[idx];} int stateIndex(QQuickStochasticState* s) const {return m_states.indexOf(s);} int stateIndex(const QString& s) const { for (int i=0; iname() == s) return i; return -1; } int stateCount() {return m_states.count();} private: Q_SIGNALS: void globalGoalChanged(const QString &arg); void stateChanged(int idx); public Q_SLOTS: void setGlobalGoal(const QString &arg) { if (m_globalGoal != arg) { m_globalGoal = arg; Q_EMIT globalGoalChanged(arg); } } uint updateSprites(uint time); protected: friend class QQuickParticleSystem; void addToUpdateList(uint t, int idx); int nextState(int curState, int idx=0); int goalSeek(int curState, int idx, int dist=-1); QList m_states; //### Consider struct or class for the four data variables? QVector m_things;//int is the index in m_states of the current state QVector m_goals; QVector m_duration; QVector m_startTimes; QVector > > m_stateUpdates;//### This could be done faster - priority queue? QElapsedTimer m_advanceTimer; uint m_timeOffset; QString m_globalGoal; int m_maxFrames; int m_imageStateCount; bool m_addAdvance; }; class Q_QUICK_PRIVATE_EXPORT QQuickSpriteEngine : public QQuickStochasticEngine { Q_OBJECT Q_PROPERTY(QQmlListProperty sprites READ sprites) public: explicit QQuickSpriteEngine(QObject *parent = nullptr); QQuickSpriteEngine(const QList &sprites, QObject *parent = nullptr); ~QQuickSpriteEngine() override; QQmlListProperty sprites() { return QQmlListProperty(this, &m_sprites); } QQuickSprite* sprite(int sprite = 0) const; int spriteState(int sprite = 0) const; int spriteStart(int sprite = 0) const; int spriteFrames(int sprite = 0) const; int spriteDuration(int sprite = 0) const; int spriteX(int sprite = 0) const; int spriteY(int sprite = 0) const; int spriteWidth(int sprite = 0) const; int spriteHeight(int sprite = 0) const; int spriteCount() const;//Like state count int maxFrames() const; void restart(int index=0) override; void advance(int index=0) override; //Similar API to QQuickPixmap for async loading convenience bool isNull() const { return status() == QQuickPixmap::Null; } bool isReady() const { return status() == QQuickPixmap::Ready; } bool isLoading() const { return status() == QQuickPixmap::Loading; } bool isError() const { return status() == QQuickPixmap::Error; } QQuickPixmap::Status status() const; //Composed status of all Sprites void startAssemblingImage(); QImage assembledImage(int maxSize = 2048); private: int pseudospriteProgress(int, int, int *rd = nullptr) const; QList m_sprites; bool m_startedImageAssembly; bool m_loaded; bool m_errorsPrinted; }; //Common use is to have your own list property which is transparently an engine inline void spriteAppend(QQmlListProperty *p, QQuickSprite* s) { reinterpret_cast *>(p->data)->append(s); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline QQuickSprite* spriteAt(QQmlListProperty *p, qsizetype idx) { return reinterpret_cast *>(p->data)->at(idx); } inline void spriteClear(QQmlListProperty *p) { reinterpret_cast *>(p->data)->clear(); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline qsizetype spriteCount(QQmlListProperty *p) { return reinterpret_cast *>(p->data)->count(); } inline void spriteReplace(QQmlListProperty *p, qsizetype idx, QQuickSprite *s) { reinterpret_cast *>(p->data)->replace(idx, s); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } inline void spriteRemoveLast(QQmlListProperty *p) { reinterpret_cast *>(p->data)->removeLast(); p->object->metaObject()->invokeMethod(p->object, "createEngine"); } QT_END_NAMESPACE #endif // QQUICKSPRITEENGINE_P_H