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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 QQUICKSPRITEENGINE_P_H #define QQUICKSPRITEENGINE_P_H #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 = 0) : QObject(parent) , m_duration(-1) , m_durationVariation(0) , m_randomStart(false) { } 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(qreal(0.0) , m_duration + (m_durationVariation * ((qreal)qrand()/RAND_MAX) * 2) - m_durationVariation); } bool randomStart() const { return m_randomStart; } Q_SIGNALS: void durationChanged(int arg); void nameChanged(QString arg); void toChanged(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(QString arg) { if (m_name != arg) { m_name = arg; Q_EMIT nameChanged(arg); } } void setTo(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; int m_durationVariation; friend class QQuickStochasticEngine; bool m_randomStart; }; 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 = 0); QQuickStochasticEngine(QList states, QObject *parent=0); ~QQuickStochasticEngine(); 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) {return m_things[index];} QQuickStochasticState* state(int idx){return m_states[idx];} int stateIndex(QQuickStochasticState* s){return m_states.indexOf(s);} int stateIndex(const QString& s) { for (int i=0; iname() == s) return i; return -1; } int stateCount() {return m_states.count();} private: Q_SIGNALS: void globalGoalChanged(QString arg); void stateChanged(int idx); public Q_SLOTS: void setGlobalGoal(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; QList > > m_stateUpdates;//### This could be done faster - priority queue? QTime m_advanceTime; 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 = 0); QQuickSpriteEngine(QList sprites, QObject *parent=0); ~QQuickSpriteEngine(); QQmlListProperty sprites() { return QQmlListProperty(this, m_sprites); } QQuickSprite* sprite(int sprite=0); int spriteState(int sprite=0); int spriteStart(int sprite=0); int spriteFrames(int sprite=0); int spriteDuration(int sprite=0); int spriteX(int sprite=0); int spriteY(int sprite=0); int spriteWidth(int sprite=0); int spriteHeight(int sprite=0); int spriteCount();//Like state count int maxFrames(); virtual void restart(int index=0); virtual void advance(int index=0); //Similar API to QQuickPixmap for async loading convenience bool isNull() { return status() == QQuickPixmap::Null; } bool isReady() { return status() == QQuickPixmap::Ready; } bool isLoading() { return status() == QQuickPixmap::Loading; } bool isError() { return status() == QQuickPixmap::Error; } QQuickPixmap::Status status();//Composed status of all Sprites void startAssemblingImage(); QImage assembledImage(); private: int pseudospriteProgress(int,int,int*rd=0); 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, int 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 int spriteCount(QQmlListProperty *p) { return reinterpret_cast *>(p->data)->count(); } QT_END_NAMESPACE #endif // QQUICKSPRITEENGINE_P_H