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**
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**
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#ifndef PARTICLEAFFECTOR_H
#define PARTICLEAFFECTOR_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QObject>
#include "qquickparticlesystem_p.h"
#include "qquickparticleextruder_p.h"
#include "qtquickparticlesglobal_p.h"
#include "qquickparticleflatset_p.h"
QT_BEGIN_NAMESPACE
class Q_QUICKPARTICLES_PRIVATE_EXPORT QQuickParticleAffector : public QQuickItem
{
Q_OBJECT
Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged)
Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged)
Q_PROPERTY(QStringList whenCollidingWith READ whenCollidingWith WRITE setWhenCollidingWith NOTIFY whenCollidingWithChanged)
Q_PROPERTY(bool enabled READ enabled WRITE setEnabled NOTIFY enabledChanged)
Q_PROPERTY(bool once READ onceOff WRITE setOnceOff NOTIFY onceChanged)
Q_PROPERTY(QQuickParticleExtruder* shape READ shape WRITE setShape NOTIFY shapeChanged)
QML_NAMED_ELEMENT(ParticleAffector)
QML_UNCREATABLE("Abstract type. Use one of the inheriting types instead.")
public:
explicit QQuickParticleAffector(QQuickItem *parent = 0);
virtual void affectSystem(qreal dt);
virtual void reset(QQuickParticleData*);//As some store their own data per particle?
QQuickParticleSystem* system() const
{
return m_system;
}
QStringList groups() const
{
return m_groups;
}
bool enabled() const
{
return m_enabled;
}
bool onceOff() const
{
return m_onceOff;
}
QQuickParticleExtruder* shape() const
{
return m_shape;
}
QStringList whenCollidingWith() const
{
return m_whenCollidingWith;
}
Q_SIGNALS:
void systemChanged(QQuickParticleSystem* arg);
void groupsChanged(const QStringList &arg);
void enabledChanged(bool arg);
void onceChanged(bool arg);
void shapeChanged(QQuickParticleExtruder* arg);
void affected(qreal x, qreal y);
void whenCollidingWithChanged(const QStringList &arg);
public Q_SLOTS:
void setSystem(QQuickParticleSystem* arg)
{
if (m_system != arg) {
m_system = arg;
m_system->registerParticleAffector(this);
Q_EMIT systemChanged(arg);
}
}
void setGroups(const QStringList &arg)
{
if (m_groups != arg) {
m_groups = arg;
m_updateIntSet = true;
Q_EMIT groupsChanged(arg);
}
}
void setEnabled(bool arg)
{
if (m_enabled != arg) {
m_enabled = arg;
Q_EMIT enabledChanged(arg);
}
}
void setOnceOff(bool arg)
{
if (m_onceOff != arg) {
m_onceOff = arg;
m_needsReset = true;
Q_EMIT onceChanged(arg);
}
}
void setShape(QQuickParticleExtruder* arg)
{
if (m_shape != arg) {
m_shape = arg;
Q_EMIT shapeChanged(arg);
}
}
void setWhenCollidingWith(const QStringList &arg)
{
if (m_whenCollidingWith != arg) {
m_whenCollidingWith = arg;
Q_EMIT whenCollidingWithChanged(arg);
}
}
public Q_SLOTS:
void updateOffsets();
protected:
friend class QQuickParticleSystem;
virtual bool affectParticle(QQuickParticleData *d, qreal dt);
bool m_needsReset:1;//### What is this really saving?
bool m_ignoresTime:1;
bool m_onceOff:1;
bool m_enabled:1;
QQuickParticleSystem* m_system;
QStringList m_groups;
bool activeGroup(int g);
bool shouldAffect(QQuickParticleData* datum);//Call to do the logic on whether it is affecting that datum
void postAffect(QQuickParticleData* datum);//Call to do the post-affect logic on particles which WERE affected(once off, needs reset, affected signal)
void componentComplete() override;
bool isAffectedConnected();
static const qreal simulationDelta;
static const qreal simulationCutoff;
QPointF m_offset;
QtQuickParticlesPrivate::QFlatSet<QPair<int, int>> m_onceOffed;
private:
QSet<int> m_groupIds;
bool m_updateIntSet;
QQuickParticleExtruder* m_shape;
QStringList m_whenCollidingWith;
bool isColliding(QQuickParticleData* d) const;
};
QT_END_NAMESPACE
#endif // PARTICLEAFFECTOR_H