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/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qquickspritegoal_p.h"
#include <private/qquickspriteengine_p.h>
#include <private/qquicksprite_p.h>
#include "qquickimageparticle_p.h"
#include <QDebug>
QT_BEGIN_NAMESPACE
/*!
\qmltype SpriteGoal
\instantiates QQuickSpriteGoalAffector
\inqmlmodule QtQuick.Particles
\ingroup qtquick-images-sprites
\inherits Affector
\brief For changing the state of a sprite particle
*/
/*!
\qmlproperty string QtQuick.Particles::SpriteGoal::goalState
The name of the Sprite which the affected particles should move to.
Sprite states have defined durations and transitions between them, setting goalState
will cause it to disregard any path weightings (including 0) and head down the path
which will reach the goalState quickest. It will pass through intermediate states
on that path.
*/
/*!
\qmlproperty bool QtQuick.Particles::SpriteGoal::jump
If true, affected sprites will jump directly to the goal state instead of taking the
shortest valid path to get there. They will also not finish their current state,
but immediately move to the beginning of the goal state.
Default is false.
*/
/*!
\qmlproperty bool QtQuick.Particles::SpriteGoal::systemStates
deprecated, use GroupGoal instead
*/
QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
QQuickParticleAffector(parent),
m_goalIdx(-1),
m_lastEngine(0),
m_jump(false),
m_systemStates(false),
m_notUsingEngine(false)
{
m_ignoresTime = true;
}
void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
{
if (m_systemStates){
m_goalIdx = m_system->groupIds[m_goalState];
}else{
m_lastEngine = e;
for (int i=0; i<e->stateCount(); i++){
if (e->state(i)->name() == m_goalState){
m_goalIdx = i;
return;
}
}
m_goalIdx = -1;//Can't find it
}
}
void QQuickSpriteGoalAffector::setGoalState(const QString &arg)
{
if (m_goalState != arg) {
m_goalState = arg;
emit goalStateChanged(arg);
if (m_goalState.isEmpty())
m_goalIdx = -1;
else
m_goalIdx = -2;
}
}
bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
{
Q_UNUSED(dt);
QQuickStochasticEngine *engine = 0;
if (!m_systemStates){
//TODO: Affect all engines
foreach (QQuickParticlePainter *p, m_system->groupData[d->group]->painters)
if (qobject_cast<QQuickImageParticle*>(p))
engine = qobject_cast<QQuickImageParticle*>(p)->spriteEngine();
}else{
engine = m_system->stateEngine;
if (!engine)
m_notUsingEngine = true;
}
if (!engine && !m_notUsingEngine)
return false;
if (m_goalIdx == -2 || engine != m_lastEngine)
updateStateIndex(engine);
int index = d->index;
if (m_systemStates)
index = d->systemIndex;
if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
//TODO: It's possible to move to a group that is intermediate and not used by painters or emitters - but right now that will redirect to the default group
m_system->moveGroups(d, m_goalIdx);
}else if (engine->curState(index) != m_goalIdx){
engine->setGoal(m_goalIdx, index, m_jump);
return true; //Doesn't affect particle data, but necessary for onceOff
}
return false;
}
QT_END_NAMESPACE
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