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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
53 \ingroup qtquick-images-sprites
55 \brief For changing the the state of a sprite particle
59 \qmlproperty string QtQuick.Particles2::SpriteGoal::goalState
61 The name of the Sprite which the affected particles should move to.
63 Sprite states have defined durations and transitions between them, setting goalState
64 will cause it to disregard any path weightings (including 0) and head down the path
65 which will reach the goalState quickest. It will pass through intermediate states
69 \qmlproperty bool QtQuick.Particles2::SpriteGoal::jump
71 If true, affected sprites will jump directly to the goal state instead of taking the
72 the shortest valid path to get there. They will also not finish their current state,
73 but immediately move to the beginning of the goal state.
78 \qmlproperty bool QtQuick.Particles2::SpriteGoal::systemStates
80 deprecated, use GroupGoal instead
83 QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
84 QQuickParticleAffector(parent),
88 m_systemStates(false),
89 m_notUsingEngine(false)
94 void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
97 m_goalIdx = m_system->groupIds[m_goalState];
100 for (int i=0; i<e->stateCount(); i++){
101 if (e->state(i)->name() == m_goalState){
106 m_goalIdx = -1;//Can't find it
110 void QQuickSpriteGoalAffector::setGoalState(QString arg)
112 if (m_goalState != arg) {
114 emit goalStateChanged(arg);
115 if (m_goalState.isEmpty())
122 bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
125 QQuickStochasticEngine *engine = 0;
126 if (!m_systemStates){
127 //TODO: Affect all engines
128 foreach (QQuickParticlePainter *p, m_system->groupData[d->group]->painters)
129 if (qobject_cast<QQuickImageParticle*>(p))
130 engine = qobject_cast<QQuickImageParticle*>(p)->spriteEngine();
132 engine = m_system->stateEngine;
134 m_notUsingEngine = true;
136 if (!engine && !m_notUsingEngine)
139 if (m_goalIdx == -2 || engine != m_lastEngine)
140 updateStateIndex(engine);
141 int index = d->index;
143 index = d->systemIndex;
144 if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
145 //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
146 m_system->moveGroups(d, m_goalIdx);
147 }else if (engine->curState(index) != m_goalIdx){
148 engine->setGoal(m_goalIdx, index, m_jump);
149 return true; //Doesn't affect particle data, but necessary for onceOff