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48 #include "qquickparticlesystem_p.h"
54 class QQuickParticlePainter : public QQuickItem
57 Q_PROPERTY(QQuickParticleSystem* system READ system WRITE setSystem NOTIFY systemChanged)
58 Q_PROPERTY(QStringList groups READ groups WRITE setGroups NOTIFY groupsChanged)
61 explicit QQuickParticlePainter(QQuickItem *parent = 0);
62 //Data Interface to system
63 void load(QQuickParticleData*);
64 void reload(QQuickParticleData*);
67 void performPendingCommits();//Called from updatePaintNode
68 QQuickParticleSystem* system() const
74 QStringList groups() const
79 void itemChange(ItemChange, const ItemChangeData &);
83 void systemChanged(QQuickParticleSystem* arg);
85 void groupsChanged(QStringList arg);
88 void setSystem(QQuickParticleSystem* arg);
90 void setGroups(QStringList arg)
92 if (m_groups != arg) {
94 //Note: The system watches this as it has to recalc things when groups change. It will request a reset if necessary
95 emit groupsChanged(arg);
99 void calcSystemOffset(bool resetPending = false);
102 virtual void sceneGraphInvalidated() {}
105 /* Reset resets all your internal data structures. But anything attached to a particle should
106 be in attached data. So reset + reloads should have no visible effect.
107 ###Hunt down all cases where we do a complete reset for convenience and be more targeted
109 virtual void reset();
111 virtual void componentComplete();
112 virtual void initialize(int gIdx, int pIdx){//Called from main thread
116 virtual void commit(int gIdx, int pIdx){//Called in Render Thread
117 //###If you need to do something on size changed, check m_data size in this? Or we reset you every time?
122 QQuickParticleSystem* m_system;
123 friend class QQuickParticleSystem;
125 bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter.
126 QStringList m_groups;
127 QPointF m_systemOffset;
129 QQuickWindow *m_window;
132 QSet<QPair<int,int> > m_pendingCommits;