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42 #include "qquickspritegoal_p.h"
43 #include <private/qquickspriteengine_p.h>
44 #include <private/qquicksprite_p.h>
45 #include "qquickimageparticle_p.h"
51 \qmlclass SpriteGoal QQuickSpriteGoalAffector
52 \inqmlmodule QtQuick.Particles 2
54 \brief The SpriteGoal Affector allows you to change the state of a sprite particle.
58 \qmlproperty string QtQuick.Particles2::SpriteGoal::goalState
60 The name of the Sprite which the affected particles should move to.
62 Sprite states have defined durations and transitions between them, setting goalState
63 will cause it to disregard any path weightings (including 0) and head down the path
64 which will reach the goalState quickest. It will pass through intermediate states
68 \qmlproperty bool QtQuick.Particles2::SpriteGoal::jump
70 If true, affected sprites will jump directly to the goal state instead of taking the
71 the shortest valid path to get there. They will also not finish their current state,
72 but immediately move to the beginning of the goal state.
77 \qmlproperty bool QtQuick.Particles2::SpriteGoal::systemStates
79 deprecated, use GroupGoal instead
82 QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
83 QQuickParticleAffector(parent),
87 m_systemStates(false),
88 m_notUsingEngine(false)
93 void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
96 m_goalIdx = m_system->groupIds[m_goalState];
99 for (int i=0; i<e->stateCount(); i++){
100 if (e->state(i)->name() == m_goalState){
105 m_goalIdx = -1;//Can't find it
109 void QQuickSpriteGoalAffector::setGoalState(QString arg)
111 if (m_goalState != arg) {
113 emit goalStateChanged(arg);
114 if (m_goalState.isEmpty())
121 bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
124 QQuickStochasticEngine *engine = 0;
125 if (!m_systemStates){
126 //TODO: Affect all engines
127 foreach (QQuickParticlePainter *p, m_system->groupData[d->group]->painters)
128 if (qobject_cast<QQuickImageParticle*>(p))
129 engine = qobject_cast<QQuickImageParticle*>(p)->spriteEngine();
131 engine = m_system->stateEngine;
133 m_notUsingEngine = true;
135 if (!engine && !m_notUsingEngine)
138 if (m_goalIdx == -2 || engine != m_lastEngine)
139 updateStateIndex(engine);
140 int index = d->index;
142 index = d->systemIndex;
143 if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
144 //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
145 m_system->moveGroups(d, m_goalIdx);
146 }else if (engine->curState(index) != m_goalIdx){
147 engine->setGoal(m_goalIdx, index, m_jump);
148 return true; //Doesn't affect particle data, but necessary for onceOff