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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include <QtCore/qtconfigmacros.h>
#undef QT_NO_FOREACH // this file contains unported legacy Q_FOREACH uses
#include "qquickparticlepainter_p.h"
#include <QQuickWindow>
#include <QDebug>
QT_BEGIN_NAMESPACE
/*!
\qmltype ParticlePainter
\nativetype QQuickParticlePainter
\inqmlmodule QtQuick.Particles
\inherits Item
\brief For specifying how to paint particles.
\ingroup qtquick-particles
The default implementation paints nothing. See the subclasses if you want to
paint something visible.
*/
/*!
\qmlproperty ParticleSystem QtQuick.Particles::ParticlePainter::system
This is the system whose particles can be painted by the element.
If the ParticlePainter is a direct child of a ParticleSystem, it will automatically be associated with it.
*/
/*!
\qmlproperty list<string> QtQuick.Particles::ParticlePainter::groups
Which logical particle groups will be painted.
If empty, it will paint the default particle group ("").
*/
QQuickParticlePainter::QQuickParticlePainter(QQuickItem *parent)
: QQuickItem(parent)
, m_system(nullptr)
, m_count(0)
, m_pleaseReset(true)
, m_window(nullptr)
, m_windowChanged(false)
, m_groupIdsNeedRecalculation(false)
{
}
QQuickParticlePainter::~QQuickParticlePainter()
{
if (m_system)
m_system->unregisterParticlePainter(this);
}
void QQuickParticlePainter::itemChange(ItemChange change, const ItemChangeData &data)
{
if (change == QQuickItem::ItemSceneChange) {
if (m_window) {
disconnect(m_window, &QQuickWindow::sceneGraphInvalidated,
this, &QQuickParticlePainter::sceneGraphInvalidated);
}
m_window = data.window;
m_windowChanged = true;
if (m_window) {
connect(m_window, &QQuickWindow::sceneGraphInvalidated,
this, &QQuickParticlePainter::sceneGraphInvalidated, Qt::DirectConnection);
}
}
QQuickItem::itemChange(change, data);
}
void QQuickParticlePainter::componentComplete()
{
if (!m_system && qobject_cast<QQuickParticleSystem*>(parentItem()))
setSystem(qobject_cast<QQuickParticleSystem*>(parentItem()));
QQuickItem::componentComplete();
}
void QQuickParticlePainter::recalculateGroupIds() const
{
if (!m_system) {
m_groupIds.clear();
return;
}
m_groupIdsNeedRecalculation = false;
m_groupIds.clear();
const auto groupList = groups();
for (const QString &str : groupList) {
QQuickParticleGroupData::ID groupId = m_system->groupIds.value(str, QQuickParticleGroupData::InvalidID);
if (groupId == QQuickParticleGroupData::InvalidID) {
// invalid data, not finished setting up, or whatever. Fallback: do not cache.
m_groupIdsNeedRecalculation = true;
} else {
m_groupIds.append(groupId);
}
}
}
void QQuickParticlePainter::setSystem(QQuickParticleSystem *arg)
{
if (m_system != arg) {
if (m_system)
m_system->unregisterParticlePainter(this);
m_system = arg;
m_groupIdsNeedRecalculation = true;
if (m_system){
m_system->registerParticlePainter(this);
reset();
}
emit systemChanged(arg);
}
}
void QQuickParticlePainter::setGroups(const QStringList &arg)
{
if (m_groups == arg)
return;
m_groups = arg;
m_groupIdsNeedRecalculation = true;
if (m_system) {
QMetaObject::invokeMethod(
m_system,
[self = QPointer<QQuickParticlePainter>(this)]() {
if (self)
self->m_system->loadPainter(self);
},
Qt::QueuedConnection);
}
Q_EMIT groupsChanged(arg);
}
void QQuickParticlePainter::load(QQuickParticleData* d)
{
initialize(d->groupId, d->index);
if (m_pleaseReset)
return;
m_pendingCommits << std::make_pair(d->groupId, d->index);
}
void QQuickParticlePainter::reload(QQuickParticleData* d)
{
if (m_pleaseReset)
return;
m_pendingCommits << std::make_pair(d->groupId, d->index);
}
void QQuickParticlePainter::reset()
{
m_pendingCommits.clear();
m_pleaseReset = true;
}
void QQuickParticlePainter::setCount(int c)//### TODO: some resizeing so that particles can reallocate on size change instead of recreate
{
Q_ASSERT(c >= 0); //XXX
if (c == m_count)
return;
m_count = c;
emit countChanged();
reset();
}
void QQuickParticlePainter::calcSystemOffset(bool resetPending)
{
if (!m_system || !parentItem())
return;
QPointF lastOffset = m_systemOffset;
m_systemOffset = -1 * this->mapFromItem(m_system, QPointF(0.0, 0.0));
if (lastOffset != m_systemOffset && !resetPending){
//Reload all particles//TODO: Necessary?
foreach (const QString &g, m_groups){
int gId = m_system->groupIds[g];
foreach (QQuickParticleData* d, m_system->groupData[gId]->data)
reload(d);
}
}
}
typedef std::pair<int,int> intPair;
void QQuickParticlePainter::performPendingCommits()
{
calcSystemOffset();
foreach (intPair p, m_pendingCommits)
commit(p.first, p.second);
m_pendingCommits.clear();
}
QT_END_NAMESPACE
#include "moc_qquickparticlepainter_p.cpp"