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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
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#include "executor_p.h"
#include <Qt3DLogic/qframeaction.h>
#include <Qt3DCore/qnode.h>
#include <QtCore/qsemaphore.h>
#include <Qt3DCore/private/qscene_p.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DLogic {
namespace Logic {
Executor::Executor(QObject *parent)
: QObject(parent)
, m_scene(nullptr)
{
}
void Executor::clearQueueAndProceed()
{
// Clear the queue of nodes to process frame updates for (throw the work away).
// If the semaphore is acquired, release it to allow the logic job and hence the
// manager and frame to complete and shutdown to continue.
m_nodeIds.clear();
}
void Executor::enqueueLogicFrameUpdates(const QVector<Qt3DCore::QNodeId> &nodeIds)
{
m_nodeIds = nodeIds;
}
bool Executor::event(QEvent *e)
{
if (e->type() == QEvent::User) {
FrameUpdateEvent *ev = static_cast<FrameUpdateEvent *>(e);
processLogicFrameUpdates(ev->deltaTime());
e->setAccepted(true);
return true;
}
return false;
}
/*!
\internal
Called from context of main thread
*/
void Executor::processLogicFrameUpdates(float dt)
{
Q_ASSERT(m_scene);
const QVector<QNode *> nodes = m_scene->lookupNodes(m_nodeIds);
for (QNode *node : nodes) {
QFrameAction *frameAction = qobject_cast<QFrameAction *>(node);
if (frameAction && frameAction->isEnabled())
frameAction->onTriggered(dt);
}
}
} // namespace Logic
} // namespace Qt3DLogic
QT_END_NAMESPACE