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/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Declarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** 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, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef SPRITEPARTICLE_H
#define SPRITEPARTICLE_H
#include "particle.h"
#include <QDeclarativeListProperty>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
QT_MODULE(Declarative)
class SpriteState;
class SpriteEngine;
class QSGGeometryNode;
class SpriteParticlesMaterial;
class SpriteParticleVertex;
class SpriteParticle : public ParticleType
{
Q_OBJECT
Q_PROPERTY(QDeclarativeListProperty<SpriteState> sprites READ sprites)
Q_CLASSINFO("DefaultProperty", "sprites")
public:
explicit SpriteParticle(QSGItem *parent = 0);
virtual void load(ParticleData*);
virtual void reload(ParticleData*);
virtual void setCount(int c);
QDeclarativeListProperty<SpriteState> sprites();
SpriteEngine* spriteEngine() {return m_spriteEngine;}
signals:
public slots:
protected:
QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
void reset();
void prepareNextFrame();
QSGGeometryNode* buildParticleNode();
private slots:
void createEngine();
private:
QSGGeometryNode *m_node;
SpriteParticlesMaterial *m_material;
int m_particle_duration;
int m_last_particle;
QList<SpriteState*> m_sprites;
SpriteEngine* m_spriteEngine;
void vertexCopy(SpriteParticleVertex &b,const ParticleVertex& a);
};
QT_END_NAMESPACE
QT_END_HEADER
#endif // SPRITEPARTICLE_H
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