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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"
52 \instantiates QQuickSpriteGoalAffector
53 \inqmlmodule QtQuick.Particles 2
54 \ingroup qtquick-images-sprites
56 \brief For changing the the state of a sprite particle
60 \qmlproperty string QtQuick.Particles2::SpriteGoal::goalState
62 The name of the Sprite which the affected particles should move to.
64 Sprite states have defined durations and transitions between them, setting goalState
65 will cause it to disregard any path weightings (including 0) and head down the path
66 which will reach the goalState quickest. It will pass through intermediate states
70 \qmlproperty bool QtQuick.Particles2::SpriteGoal::jump
72 If true, affected sprites will jump directly to the goal state instead of taking the
73 the shortest valid path to get there. They will also not finish their current state,
74 but immediately move to the beginning of the goal state.
79 \qmlproperty bool QtQuick.Particles2::SpriteGoal::systemStates
81 deprecated, use GroupGoal instead
84 QQuickSpriteGoalAffector::QQuickSpriteGoalAffector(QQuickItem *parent) :
85 QQuickParticleAffector(parent),
89 m_systemStates(false),
90 m_notUsingEngine(false)
95 void QQuickSpriteGoalAffector::updateStateIndex(QQuickStochasticEngine* e)
98 m_goalIdx = m_system->groupIds[m_goalState];
101 for (int i=0; i<e->stateCount(); i++){
102 if (e->state(i)->name() == m_goalState){
107 m_goalIdx = -1;//Can't find it
111 void QQuickSpriteGoalAffector::setGoalState(QString arg)
113 if (m_goalState != arg) {
115 emit goalStateChanged(arg);
116 if (m_goalState.isEmpty())
123 bool QQuickSpriteGoalAffector::affectParticle(QQuickParticleData *d, qreal dt)
126 QQuickStochasticEngine *engine = 0;
127 if (!m_systemStates){
128 //TODO: Affect all engines
129 foreach (QQuickParticlePainter *p, m_system->groupData[d->group]->painters)
130 if (qobject_cast<QQuickImageParticle*>(p))
131 engine = qobject_cast<QQuickImageParticle*>(p)->spriteEngine();
133 engine = m_system->stateEngine;
135 m_notUsingEngine = true;
137 if (!engine && !m_notUsingEngine)
140 if (m_goalIdx == -2 || engine != m_lastEngine)
141 updateStateIndex(engine);
142 int index = d->index;
144 index = d->systemIndex;
145 if (m_notUsingEngine){//systemStates && no stochastic states defined. So cut out the engine
146 //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
147 m_system->moveGroups(d, m_goalIdx);
148 }else if (engine->curState(index) != m_goalIdx){
149 engine->setGoal(m_goalIdx, index, m_jump);
150 return true; //Doesn't affect particle data, but necessary for onceOff