aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/items/qquickspriteengine.cpp
blob: 03f0fa94a417d42a8c2e3574a5823b19c723f6e1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qquickspriteengine_p.h"
#include "qquicksprite_p.h"
#include <qqmlinfo.h>
#include <qqml.h>
#include <QDebug>
#include <QPainter>
#include <QRandomGenerator>
#include <QSet>
#include <QtGui/qopengl.h>
#include <QOpenGLFunctions>

QT_BEGIN_NAMESPACE

/*
    \internal Stochastic/Sprite engine implementation docs

    Nomenclature: 'thing' refers to an instance of a running sprite or state. It could be renamed.
    States and Transitions are referred to in the state machine sense here, NOT in the QML sense.

    The Stochastic State engine takes states with stochastic state transitions defined and transitions them.
    When a state is started, it's added to a list of pending updates sorted by their time they want to update.
    An external driver calls the update function with an elapsed time, which becomes the new time offset.
    The pending update stack is popped until all entries are past the current time, which simulates all intervening time.

    The Sprite Engine subclass has two major differences. Firstly all states are sprites (and there's a new vector with them
    cast to sprite). Secondly, it chops up images and states to fit a texture friendly format.
    Before the Sprite Engine starts running, its user requests a texture assembled from all the sprite images. This
    texture is made by pasting the sprites into one image, with one sprite animation per row (in the future it is planned to have
    arbitrary X/Y start ends, but they will still be assembled and recorded here and still have to be contiguous lines).
    This cut-up allows the users to calcuate frame positions with a texture percentage width and elapsed time.
    It also means that large sprites cover multiple lines to fit inside the texture memory limit (which is a square).

    Large sprites covering multiple lines breaks this simple interface for the users, so each line is treated as a pseudostate
    and it's mostly hidden from the spriteengine users (except that they'll get advanced signals where the state is the same
    but the visual parameters changed). These are not real states because that would get very complex with bindings. Instead,
    when sprite attributes are requested from a sprite that has multiple pseudostates, it returns the values for the psuedostate
    it is in. State advancement is intercepted and hollow for pseudostates, except the last one. The last one transitions as the
    state normally does.
*/

static const int NINF = -1000000;//magic number for random start time - should be more negative than a single realistic animation duration
//#define SPRITE_IMAGE_DEBUG
#ifdef SPRITE_IMAGE_DEBUG
#include <QFile>
#include <QDir>
#endif
/* TODO:
   make sharable?
   solve the state data initialization/transfer issue so as to not need to make friends
*/

QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) :
    QObject(parent), m_timeOffset(0), m_addAdvance(false)
{
    //Default size 1
    setCount(1);
}

QQuickStochasticEngine::QQuickStochasticEngine(const QList<QQuickStochasticState *> &states, QObject *parent) :
    QObject(parent), m_states(states), m_timeOffset(0), m_addAdvance(false)
{
    //Default size 1
    setCount(1);
}

QQuickStochasticEngine::~QQuickStochasticEngine()
{
}

QQuickSpriteEngine::QQuickSpriteEngine(QObject *parent)
    : QQuickStochasticEngine(parent), m_startedImageAssembly(false), m_loaded(false)
{
}

QQuickSpriteEngine::QQuickSpriteEngine(const QList<QQuickSprite *> &sprites, QObject *parent)
    : QQuickSpriteEngine(parent)
{
    for (QQuickSprite* sprite : sprites)
        m_states << (QQuickStochasticState*)sprite;
}

QQuickSpriteEngine::~QQuickSpriteEngine()
{
}


int QQuickSpriteEngine::maxFrames() const
{
    return m_maxFrames;
}

/* States too large to fit in one row are split into multiple rows
   This is more efficient for the implementation, but should remain an implementation detail (invisible from QML)
   Therefore the below functions abstract sprite from the viewpoint of classes that pass the details onto shaders
   But States maintain their listed index for internal structures
TODO: All these calculations should be pre-calculated and cached during initialization for a significant performance boost
TODO: Above idea needs to have the varying duration offset added to it
*/
//TODO: Should these be adding advanceTime as well? But only if advanceTime was added to your startTime...
/*
    To get these working with duration=-1, m_startTimes will be messed with should duration=-1
    m_startTimes will be set in advance/restart to 0->(m_framesPerRow-1) and can be used directly as extra.
    This makes it 'frame' instead, but is more memory efficient than two arrays and less hideous than a vector of unions.
*/
int QQuickSpriteEngine::pseudospriteProgress(int sprite, int state, int* rowDuration) const
{
    int myRowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow / m_sprites[state]->m_frames;
    if (rowDuration)
        *rowDuration = myRowDuration;

    if (m_sprites[state]->reverse()) //shift start-time back by the amount of time the first frame is smaller than rowDuration
        return (m_timeOffset - (m_startTimes[sprite] - (myRowDuration - (m_duration[sprite] % myRowDuration))) )
                    / myRowDuration;
    else
        return (m_timeOffset - m_startTimes[sprite]) / myRowDuration;
}

int QQuickSpriteEngine::spriteState(int sprite) const
{
    if (!m_loaded)
        return 0;
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return state;

    int extra;
    if (m_sprites[state]->frameSync())
        extra = m_startTimes[sprite];
    else if (!m_duration[sprite])
        return state;
    else
        extra = pseudospriteProgress(sprite, state);
    if (m_sprites[state]->reverse())
        extra = (m_sprites[state]->m_generatedCount - 1) - extra;

    return state + extra;
}

int QQuickSpriteEngine::spriteStart(int sprite) const
{
    if (!m_duration[sprite] || !m_loaded)
        return m_timeOffset;
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return m_startTimes[sprite];
    int rowDuration;
    int extra = pseudospriteProgress(sprite, state, &rowDuration);
    if (m_sprites[state]->reverse())
        return m_startTimes[sprite] + (extra ? (extra - 1)*rowDuration + (m_duration[sprite] % rowDuration) : 0);
    return m_startTimes[sprite] + extra*rowDuration;
}

int QQuickSpriteEngine::spriteFrames(int sprite) const
{
    if (!m_loaded)
        return 1;
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return m_sprites[state]->frames();

    int extra;
    if (m_sprites[state]->frameSync())
        extra = m_startTimes[sprite];
    else if (!m_duration[sprite])
        return m_sprites[state]->frames();
    else
        extra = pseudospriteProgress(sprite, state);
    if (m_sprites[state]->reverse())
        extra = (m_sprites[state]->m_generatedCount - 1) - extra;


    if (extra == m_sprites[state]->m_generatedCount - 1) {//last state
        const int framesRemaining = m_sprites[state]->frames() % m_sprites[state]->m_framesPerRow;
        if (framesRemaining > 0)
            return framesRemaining;
    }
    return m_sprites[state]->m_framesPerRow;
}

int QQuickSpriteEngine::spriteDuration(int sprite) const //Full duration, not per frame
{
    if (!m_duration[sprite] || !m_loaded)
        return m_duration[sprite];
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return m_duration[sprite];
    int rowDuration;
    int extra = pseudospriteProgress(sprite, state, &rowDuration);
    if (m_sprites[state]->reverse())
        extra = (m_sprites[state]->m_generatedCount - 1) - extra;

    if (extra == m_sprites[state]->m_generatedCount - 1) {//last state
        const int durationRemaining = m_duration[sprite] % rowDuration;
        if (durationRemaining > 0)
            return durationRemaining;
    }
    return rowDuration;
}

int QQuickSpriteEngine::spriteY(int sprite) const
{
    if (!m_loaded)
        return 0;
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return m_sprites[state]->m_rowY;

    int extra;
    if (m_sprites[state]->frameSync())
        extra = m_startTimes[sprite];
    else if (!m_duration[sprite])
        return m_sprites[state]->m_rowY;
    else
        extra = pseudospriteProgress(sprite, state);
    if (m_sprites[state]->reverse())
        extra = (m_sprites[state]->m_generatedCount - 1) - extra;


    return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra;
}

int QQuickSpriteEngine::spriteX(int sprite) const
{
    if (!m_loaded)
        return 0;
    int state = m_things[sprite];
    if (!m_sprites[state]->m_generatedCount)
        return m_sprites[state]->m_rowStartX;

    int extra;
    if (m_sprites[state]->frameSync())
        extra = m_startTimes[sprite];
    else if (!m_duration[sprite])
        return m_sprites[state]->m_rowStartX;
    else
        extra = pseudospriteProgress(sprite, state);
    if (m_sprites[state]->reverse())
        extra = (m_sprites[state]->m_generatedCount - 1) - extra;

    if (extra)
        return 0;
    return m_sprites[state]->m_rowStartX;
}

QQuickSprite* QQuickSpriteEngine::sprite(int sprite) const
{
    return m_sprites[m_things[sprite]];
}

int QQuickSpriteEngine::spriteWidth(int sprite) const
{
    int state = m_things[sprite];
    return m_sprites[state]->m_frameWidth;
}

int QQuickSpriteEngine::spriteHeight(int sprite) const
{
    int state = m_things[sprite];
    return m_sprites[state]->m_frameHeight;
}

int QQuickSpriteEngine::spriteCount() const //TODO: Actually image state count, need to rename these things to make sense together
{
    return m_imageStateCount;
}

void QQuickStochasticEngine::setGoal(int state, int sprite, bool jump)
{
    if (sprite >= m_things.count() || state >= m_states.count()
            || sprite < 0 || state < 0)
        return;
    if (!jump){
        m_goals[sprite] = state;
        return;
    }

    if (m_things.at(sprite) == state)
        return;//Already there
    m_things[sprite] = state;
    m_duration[sprite] = m_states.at(state)->variedDuration();
    m_goals[sprite] = -1;
    restart(sprite);
    emit stateChanged(sprite);
    emit m_states.at(state)->entered();
    return;
}

QQuickPixmap::Status QQuickSpriteEngine::status() const //Composed status of all Sprites
{
    if (!m_startedImageAssembly)
        return QQuickPixmap::Null;
    int null, loading, ready;
    null = loading = ready = 0;
    for (QQuickSprite* s : m_sprites) {
        switch (s->m_pix.status()) {
            // ### Maybe add an error message here, because this null shouldn't be reached but when it does, the image fails without an error message.
            case QQuickPixmap::Null : null++; break;
            case QQuickPixmap::Loading : loading++; break;
            case QQuickPixmap::Error : return QQuickPixmap::Error;
            case QQuickPixmap::Ready : ready++; break;
        }
    }
    if (null)
        return QQuickPixmap::Null;
    if (loading)
        return QQuickPixmap::Loading;
    if (ready)
        return QQuickPixmap::Ready;
    return QQuickPixmap::Null;
}

void QQuickSpriteEngine::startAssemblingImage()
{
    if (m_startedImageAssembly)
        return;
    m_loaded = false;
    m_errorsPrinted = false;

    //This could also trigger the start of the image loading in Sprites, however that currently happens in Sprite::setSource

    QList<QQuickStochasticState*> removals;

    for (QQuickStochasticState* s : qAsConst(m_states)) {
        QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s);
        if (sprite) {
            m_sprites << sprite;
        } else {
            removals << s;
            qDebug() << "Error: Non-sprite in QQuickSpriteEngine";
        }
    }
    for (QQuickStochasticState* s : qAsConst(removals))
        m_states.removeAll(s);
    m_startedImageAssembly = true;
}

QImage QQuickSpriteEngine::assembledImage(int maxSize)
{
    QQuickPixmap::Status stat = status();
    if (!m_errorsPrinted && stat == QQuickPixmap::Error) {
        for (QQuickSprite* s : qAsConst(m_sprites))
            if (s->m_pix.isError())
                qmlWarning(s) << s->m_pix.error();
        m_errorsPrinted = true;
    }

    if (stat != QQuickPixmap::Ready)
        return QImage();

    int h = 0;
    int w = 0;
    m_maxFrames = 0;
    m_imageStateCount = 0;
    qreal pixelRatio = 1.0;

    for (QQuickSprite* state : qAsConst(m_sprites)) {
        if (state->frames() > m_maxFrames)
            m_maxFrames = state->frames();

        QImage img = state->m_pix.image();

        {
            const QSize frameSize(state->m_frameWidth, state->m_frameHeight);
            if (!(img.size() - frameSize).isValid()) {
                qmlWarning(state).nospace() << "SpriteEngine: Invalid frame size " << frameSize << "."
                                            " It's bigger than image size " << img.size() << ".";
                return QImage();
            }
        }

        //Check that the frame sizes are the same within one sprite
        if (!state->m_frameWidth)
            state->m_frameWidth = img.width() / state->frames();

        if (!state->m_frameHeight)
            state->m_frameHeight = img.height();

        pixelRatio = qMax(pixelRatio, state->devicePixelRatio());

        if (state->frames() * state->frameWidth() > maxSize){
            struct helper{
                static int divRoundUp(int a, int b){return (a+b-1)/b;}
            };
            int rowsNeeded = helper::divRoundUp(state->frames(), (maxSize / state->frameWidth()));
            if (h + rowsNeeded * state->frameHeight() > maxSize){
                if (rowsNeeded * state->frameHeight() > maxSize)
                    qmlWarning(state) << "SpriteEngine: Animation too large to fit in one texture:" << state->source().toLocalFile();
                else
                    qmlWarning(state) << "SpriteEngine: Animations too large to fit in one texture, pushed over the edge by:" << state->source().toLocalFile();
                qmlWarning(state) << "SpriteEngine: Your texture max size today is " << maxSize;
                return QImage();
            }
            state->m_generatedCount = rowsNeeded;
            h += state->frameHeight() * rowsNeeded;
            w = qMax(w, ((int)(maxSize / state->frameWidth())) * state->frameWidth());
            m_imageStateCount += rowsNeeded;
        }else{
            h += state->frameHeight();
            w = qMax(w, state->frameWidth() * state->frames());
            m_imageStateCount++;
        }
    }

    if (h > maxSize){
        qWarning() << "SpriteEngine: Too many animations to fit in one texture...";
        qWarning() << "SpriteEngine: Your texture max size today is " << maxSize;
        return QImage();
    }

    //maxFrames is max number in a line of the texture
    QImage image(w * pixelRatio, h * pixelRatio, QImage::Format_ARGB32_Premultiplied);
    image.setDevicePixelRatio(pixelRatio);
    image.fill(0);
    QPainter p(&image);
    int y = 0;
    for (QQuickSprite* state : qAsConst(m_sprites)) {
        QImage img(state->m_pix.image());
        const int frameWidth = state->m_frameWidth;
        const int frameHeight = state->m_frameHeight;
        const int imgHeight = img.height() / state->devicePixelRatio();
        const int imgWidth = img.width() / state->devicePixelRatio();
        if (imgHeight == frameHeight && imgWidth <  maxSize){ //Simple case
            p.drawImage(QRect(0, y, state->m_frames * frameWidth, frameHeight),
                        img,
                        QRect(state->m_frameX * state->devicePixelRatio(), 0, state->m_frames * frameWidth * state->devicePixelRatio(), frameHeight * state->devicePixelRatio()));
            state->m_rowStartX = 0;
            state->m_rowY = y;
            y += frameHeight;
        } else { //Chopping up image case
            state->m_framesPerRow = w/frameWidth;
            state->m_rowY = y;
            int x = 0;
            int curX = state->m_frameX;
            int curY = state->m_frameY;
            int framesLeft = state->frames();
            while (framesLeft > 0){
                if (w - x + curX <= imgWidth){//finish a row in image (dest)
                    int copied = w - x;
                    framesLeft -= copied/frameWidth;
                    p.drawImage(QRect(x, y, copied, frameHeight),
                                img,
                                QRect(curX * state->devicePixelRatio(), curY * state->devicePixelRatio(), copied * state->devicePixelRatio(), frameHeight * state->devicePixelRatio()));
                    y += frameHeight;
                    curX += copied;
                    x = 0;
                    if (curX == imgWidth){
                        curX = 0;
                        curY += frameHeight;
                    }
                }else{//finish a row in img (src)
                    int copied = imgWidth - curX;
                    framesLeft -= copied/frameWidth;
                    p.drawImage(QRect(x, y, copied, frameHeight),
                                img,
                                QRect(curX * state->devicePixelRatio(), curY * state->devicePixelRatio(), copied * state->devicePixelRatio(), frameHeight * state->devicePixelRatio()));
                    curY += frameHeight;
                    x += copied;
                    curX = 0;
                }
            }
            if (x)
                y += frameHeight;
        }
    }

#ifdef SPRITE_IMAGE_DEBUG
    QString fPath = QDir::tempPath() + "/SpriteImage.%1.png";
    int acc = 0;
    while (QFile::exists(fPath.arg(acc))) acc++;
    image.save(fPath.arg(acc), "PNG");
    qDebug() << "Assembled image output to: " << fPath.arg(acc);
#endif

    m_loaded = true;
    m_startedImageAssembly = false;
    return image;
}

//TODO: Add a reset() function, for completeness in the case of a SpriteEngine being restarted from 0
void QQuickStochasticEngine::setCount(int c)
{
    m_things.resize(c);
    m_goals.resize(c);
    m_duration.resize(c);
    m_startTimes.resize(c);
}

void QQuickStochasticEngine::start(int index, int state)
{
    if (index >= m_things.count())
        return;
    m_things[index] = state;
    m_duration[index] = m_states.at(state)->variedDuration();
    if (m_states.at(state)->randomStart())
        m_startTimes[index] = NINF;
    else
        m_startTimes[index] = 0;
    m_goals[index] = -1;
    m_addAdvance = false;
    restart(index);
    m_addAdvance = true;
}

void QQuickStochasticEngine::stop(int index)
{
    if (index >= m_things.count())
        return;
    //Will never change until start is called again with a new state (or manually advanced) - this is not a 'pause'
    for (int i=0; i<m_stateUpdates.count(); i++)
        m_stateUpdates[i].second.removeAll(index);
}

void QQuickStochasticEngine::restart(int index)
{
    bool randomStart = (m_startTimes.at(index) == NINF);
    m_startTimes[index] = m_timeOffset;
    if (m_addAdvance)
        m_startTimes[index] += m_advanceTime.elapsed();
    if (randomStart)
        m_startTimes[index] -= QRandomGenerator::global()->bounded(m_duration.at(index));
    int time = m_duration.at(index) + m_startTimes.at(index);
    for (int i=0; i<m_stateUpdates.count(); i++)
        m_stateUpdates[i].second.removeAll(index);
    if (m_duration.at(index) >= 0)
        addToUpdateList(time, index);
}

void QQuickSpriteEngine::restart(int index) //Reimplemented to recognize and handle pseudostates
{
    bool randomStart = (m_startTimes.at(index) == NINF);
    if (m_loaded && m_sprites.at(m_things.at(index))->frameSync()) {//Manually advanced
        m_startTimes[index] = 0;
        if (randomStart && m_sprites.at(m_things.at(index))->m_generatedCount)
            m_startTimes[index] += QRandomGenerator::global()->bounded(m_sprites.at(m_things.at(index))->m_generatedCount);
    } else {
        m_startTimes[index] = m_timeOffset;
        if (m_addAdvance)
            m_startTimes[index] += m_advanceTime.elapsed();
        if (randomStart)
            m_startTimes[index] -= QRandomGenerator::global()->bounded(m_duration.at(index));
        int time = spriteDuration(index) + m_startTimes.at(index);
        if (randomStart) {
            int curTime = m_timeOffset + (m_addAdvance ? m_advanceTime.elapsed() : 0);
            while (time < curTime) //Fast forward through psuedostates as needed
                time += spriteDuration(index);
        }

        for (int i=0; i<m_stateUpdates.count(); i++)
            m_stateUpdates[i].second.removeAll(index);
        addToUpdateList(time, index);
    }
}

void QQuickStochasticEngine::advance(int idx)
{
    if (idx >= m_things.count())
        return;//TODO: Proper fix(because this has happened and I just ignored it)
    int nextIdx = nextState(m_things.at(idx), idx);
    m_things[idx] = nextIdx;
    m_duration[idx] = m_states.at(nextIdx)->variedDuration();
    restart(idx);
    emit m_states.at(nextIdx)->entered();
    emit stateChanged(idx);
}

void QQuickSpriteEngine::advance(int idx) //Reimplemented to recognize and handle pseudostates
{
    if (!m_loaded) {
        qWarning() << QLatin1String("QQuickSpriteEngine: Trying to advance sprites before sprites finish loading. Ignoring directive");
        return;
    }

    if (idx >= m_things.count())
        return;//TODO: Proper fix(because this has happened and I just ignored it)
    if (m_duration.at(idx) == 0) {
        if (m_sprites.at(m_things.at(idx))->frameSync()) {
            //Manually called, advance inner substate count
            m_startTimes[idx]++;
            if (m_startTimes.at(idx) < m_sprites.at(m_things.at(idx))->m_generatedCount) {
                //only a pseudostate ended
                emit stateChanged(idx);
                return;
            }
        }
        //just go past the pseudostate logic
    } else if (m_startTimes.at(idx) + m_duration.at(idx)
            > int(m_timeOffset + (m_addAdvance ? m_advanceTime.elapsed() : 0))) {
        //only a pseduostate ended
        emit stateChanged(idx);
        addToUpdateList(spriteStart(idx) + spriteDuration(idx) + (m_addAdvance ? m_advanceTime.elapsed() : 0), idx);
        return;
    }
    int nextIdx = nextState(m_things.at(idx), idx);
    m_things[idx] = nextIdx;
    m_duration[idx] = m_states.at(nextIdx)->variedDuration();
    restart(idx);
    emit m_states.at(nextIdx)->entered();
    emit stateChanged(idx);
}

int QQuickStochasticEngine::nextState(int curState, int curThing)
{
    int nextIdx = -1;
    int goalPath = goalSeek(curState, curThing);
    if (goalPath == -1){//Random
        qreal r = QRandomGenerator::global()->generateDouble();
        qreal total = 0.0;
        for (QVariantMap::const_iterator iter=m_states.at(curState)->m_to.constBegin();
            iter!=m_states.at(curState)->m_to.constEnd(); ++iter)
            total += (*iter).toReal();
        r*=total;
        for (QVariantMap::const_iterator iter= m_states.at(curState)->m_to.constBegin();
                iter!=m_states.at(curState)->m_to.constEnd(); ++iter){
            if (r < (*iter).toReal()){
                bool superBreak = false;
                for (int i=0; i<m_states.count(); i++){
                    if (m_states.at(i)->name() == iter.key()){
                        nextIdx = i;
                        superBreak = true;
                        break;
                    }
                }
                if (superBreak)
                    break;
            }
            r -= (*iter).toReal();
        }
    }else{//Random out of shortest paths to goal
        nextIdx = goalPath;
    }
    if (nextIdx == -1)//No 'to' states means stay here
        nextIdx = curState;
    return nextIdx;
}

uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a list of changed idxs be faster than signals?
{
    //Sprite State Update;
    m_timeOffset = time;
    m_addAdvance = false;
    int i = 0;
    for (; i < m_stateUpdates.count() && time >= m_stateUpdates.at(i).first; ++i) {
        const auto copy = m_stateUpdates.at(i).second;
        for (int idx : copy)
            advance(idx);
    }

    m_stateUpdates.remove(0, i);
    m_advanceTime.start();
    m_addAdvance = true;
    if (m_stateUpdates.isEmpty())
        return uint(-1);
    return m_stateUpdates.constFirst().first;
}

int QQuickStochasticEngine::goalSeek(int curIdx, int spriteIdx, int dist)
{
    QString goalName;
    if (m_goals.at(spriteIdx) != -1)
        goalName = m_states.at(m_goals.at(spriteIdx))->name();
    else
        goalName = m_globalGoal;
    if (goalName.isEmpty())
        return -1;
    //TODO: caching instead of excessively redoing iterative deepening (which was chosen arbitrarily anyways)
    // Paraphrased - implement in an *efficient* manner
    for (int i=0; i<m_states.count(); i++)
        if (m_states.at(curIdx)->name() == goalName)
            return curIdx;
    if (dist < 0)
        dist = m_states.count();
    QQuickStochasticState* curState = m_states.at(curIdx);
    for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
        iter!=curState->m_to.constEnd(); ++iter){
        if (iter.key() == goalName)
            for (int i=0; i<m_states.count(); i++)
                if (m_states.at(i)->name() == goalName)
                    return i;
    }
    QSet<int> options;
    for (int i=1; i<dist; i++){
        for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
            iter!=curState->m_to.constEnd(); ++iter){
            int option = -1;
            for (int j=0; j<m_states.count(); j++)//One place that could be a lot more efficient...
                if (m_states.at(j)->name() == iter.key())
                    if (goalSeek(j, spriteIdx, i) != -1)
                        option = j;
            if (option != -1)
                options << option;
        }
        if (!options.isEmpty()){
            if (options.count()==1)
                return *(options.begin());
            int option = -1;
            qreal r = QRandomGenerator::global()->generateDouble();
            qreal total = 0;
            for (QSet<int>::const_iterator iter=options.constBegin();
                iter!=options.constEnd(); ++iter)
                total += curState->m_to.value(m_states.at((*iter))->name()).toReal();
            r *= total;
            for (QVariantMap::const_iterator iter = curState->m_to.constBegin();
                iter!=curState->m_to.constEnd(); ++iter){
                bool superContinue = true;
                for (int j=0; j<m_states.count(); j++)
                    if (m_states.at(j)->name() == iter.key())
                        if (options.contains(j))
                            superContinue = false;
                if (superContinue)
                    continue;
                if (r < (*iter).toReal()){
                    bool superBreak = false;
                    for (int j=0; j<m_states.count(); j++){
                        if (m_states.at(j)->name() == iter.key()){
                            option = j;
                            superBreak = true;
                            break;
                        }
                    }
                    if (superBreak)
                        break;
                }
                r-=(*iter).toReal();
            }
            return option;
        }
    }
    return -1;
}

void QQuickStochasticEngine::addToUpdateList(uint t, int idx)
{
    for (int i=0; i<m_stateUpdates.count(); i++){
        if (m_stateUpdates.at(i).first == t){
            m_stateUpdates[i].second << idx;
            return;
        } else if (m_stateUpdates.at(i).first > t) {
            QVector<int> tmpList;
            tmpList << idx;
            m_stateUpdates.insert(i, qMakePair(t, tmpList));
            return;
        }
    }
    QVector<int> tmpList;
    tmpList << idx;
    m_stateUpdates << qMakePair(t, tmpList);
}

QT_END_NAMESPACE

#include "moc_qquickspriteengine_p.cpp"