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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
81 void systemChanged(QQuickParticleSystem* arg);
83 void groupsChanged(QStringList arg);
86 void setSystem(QQuickParticleSystem* arg);
88 void setGroups(QStringList arg)
90 if (m_groups != arg) {
92 //Note: The system watches this as it has to recalc things when groups change. It will request a reset if necessary
93 emit groupsChanged(arg);
97 void calcSystemOffset(bool resetPending = false);
100 /* Reset resets all your internal data structures. But anything attached to a particle should
101 be in attached data. So reset + reloads should have no visible effect.
102 ###Hunt down all cases where we do a complete reset for convenience and be more targeted
104 virtual void reset();
106 virtual void componentComplete();
107 virtual void initialize(int gIdx, int pIdx){//Called from main thread
111 virtual void commit(int gIdx, int pIdx){//Called in Render Thread
112 //###If you need to do something on size changed, check m_data size in this? Or we reset you every time?
117 QQuickParticleSystem* m_system;
118 friend class QQuickParticleSystem;
120 bool m_pleaseReset;//Used by subclasses, but it's a nice optimization to know when stuff isn't going to matter.
121 QStringList m_groups;
122 QPointF m_systemOffset;
125 QSet<QPair<int,int> > m_pendingCommits;