**
****************************************************************************/
-#include "qsgspriteimage_p.h"
-#include "qsgsprite_p.h"
-#include "qsgspriteengine_p.h"
+#include "qquickspriteimage_p.h"
+#include "qquicksprite_p.h"
+#include "qquickspriteengine_p.h"
#include <private/qsgcontext_p.h>
#include <private/qsgadaptationlayer_p.h>
#include <qsgnode.h>
" gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
-class QSGSpriteMaterial : public QSGMaterial
+class QQuickSpriteMaterial : public QSGMaterial
{
public:
- QSGSpriteMaterial();
- virtual ~QSGSpriteMaterial();
+ QQuickSpriteMaterial();
+ virtual ~QQuickSpriteMaterial();
virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
virtual QSGMaterialShader *createShader() const;
virtual int compare(const QSGMaterial *other) const
{
- return this - static_cast<const QSGSpriteMaterial *>(other);
+ return this - static_cast<const QQuickSpriteMaterial *>(other);
}
QSGTexture *texture;
float elementHeight;
};
-QSGSpriteMaterial::QSGSpriteMaterial()
+QQuickSpriteMaterial::QQuickSpriteMaterial()
: timestamp(0)
, interpolate(1.0f)
, frameDuration(1.0f)
setFlag(Blending, true);
}
-QSGSpriteMaterial::~QSGSpriteMaterial()
+QQuickSpriteMaterial::~QQuickSpriteMaterial()
{
delete texture;
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
{
- QSGSpriteMaterial *m = static_cast<QSGSpriteMaterial *>(newEffect);
+ QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
m->texture->bind();
program()->setUniformValue(m_opacity_id, state.opacity());
float SpriteMaterialData::chunkOfBytes[1024];
-QSGMaterialShader *QSGSpriteMaterial::createShader() const
+QSGMaterialShader *QQuickSpriteMaterial::createShader() const
{
return new SpriteMaterialData;
}
};
/*!
- \qmlclass SpriteImage QSGSpriteImage
+ \qmlclass SpriteImage QQuickSpriteImage
\inqmlmodule QtQuick 2
\inherits Item
\brief The SpriteImage element draws a sprite animation
*/
//TODO: Implicitly size element to size of first sprite?
-QSGSpriteImage::QSGSpriteImage(QSGItem *parent) :
- QSGItem(parent)
+QQuickSpriteImage::QQuickSpriteImage(QQuickItem *parent) :
+ QQuickItem(parent)
, m_node(0)
, m_material(0)
, m_spriteEngine(0)
this, SLOT(update()));
}
-QDeclarativeListProperty<QSGSprite> QSGSpriteImage::sprites()
+QDeclarativeListProperty<QQuickSprite> QQuickSpriteImage::sprites()
{
- return QDeclarativeListProperty<QSGSprite>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
+ return QDeclarativeListProperty<QQuickSprite>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
}
-void QSGSpriteImage::createEngine()
+void QQuickSpriteImage::createEngine()
{
//TODO: delay until component complete
if (m_spriteEngine)
delete m_spriteEngine;
if (m_sprites.count())
- m_spriteEngine = new QSGSpriteEngine(m_sprites, this);
+ m_spriteEngine = new QQuickSpriteEngine(m_sprites, this);
else
m_spriteEngine = 0;
reset();
SpriteImage_Attributes
};
-QSGGeometryNode* QSGSpriteImage::buildNode()
+QSGGeometryNode* QQuickSpriteImage::buildNode()
{
if (!m_spriteEngine) {
qWarning() << "SpriteImage: No sprite engine...";
return 0;
}
- m_material = new QSGSpriteMaterial();
+ m_material = new QQuickSpriteMaterial();
QImage image = m_spriteEngine->assembledImage();
if (image.isNull())
return m_node;
}
-void QSGSpriteImage::reset()
+void QQuickSpriteImage::reset()
{
m_pleaseReset = true;
}
-QSGNode *QSGSpriteImage::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
+QSGNode *QQuickSpriteImage::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
{
if (m_pleaseReset) {
delete m_node;
return m_node;
}
-void QSGSpriteImage::prepareNextFrame()
+void QQuickSpriteImage::prepareNextFrame()
{
if (m_node == 0)
m_node = buildNode();